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Avatar RPG

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Page 1: Avatar RPG

The Last dd20 Supplement

Page 2: Avatar RPG

C R E D I T S

GGIANTIANT ININ THETHE P PLAYGROUNDLAYGROUND F FORUMSORUMS:: AAVATARVATAR DD20 P20 PROJECTROJECT

Ceiling009, Colt, Darkbane, dman11235, Eighth_Seraph, ErrantX, FlyMolo, Frigs, Guyr Adamantine, jagadaishio, Lord Tataraus, Mephibosheth, Pirate_King, Shades of Gray, Thistle, Uthug, Yuki Akuma and the rest of the community!

BBRILLIANTRILLIANT G GAMEOLOGISTSAMEOLOGISTS F FORUMSORUMS::AAVATARVATAR DD20 P20 PROJECTROJECT

aftercrescent, AlterFrom, AstralFire, Bajaaku, DetectiveJabsco, dman11235, Guyr Adamantine, Omen of Peace, Zuki

PPROJECTROJECT L LEADERSEADERS

Eighth_Seraph, Lord Tataraus, Mephibosheth, dman11235, AstralFire

GGAMEAMEFAQFAQSS: A: AVATARVATAR DD20 P20 PLAYTESTINGLAYTESTING

dragoa, Ghsdkgb, Maphai, Zuki

BBOOKOOK D DESIGNESIGN

AstralFire

IINFORMATIONNFORMATION & S & SCREENSHOTSCREENSHOTS

The Avatar Spirit, Avatar Wiki, Musogato.com

This free fan supplement is based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS &

DRAGONS® game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkinson, as well as the AVATAR: THE LAST AIRBENDER

®

television show created by Michael Dante DiMartino and Bryan Konietzko.

DUNGEONS & DRAGONS® and all related rules are copyright and trademark 2000 – 2008 WIZARDS OF THE COAST

® . AVATAR: THE LAST AIRBENDER® and all related

information, art and characters are copyright and trademark 2005-2008 NICKELODEON®.

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TTABLEABLE OFOF C CONTENTSONTENTS

Base Classes......................................4What You Need To Play....................4A Quick Primer on Bending.............5

Airbender...........................................6Making An Airbender.......................6Class Features.....................................6

Earthbender.......................................9Making An Earthbender...................9Class Features...................................10

Firebender........................................12Making A Firebender.......................12Class Features...................................12

Waterbender....................................14Making A Waterbender...................14Class Features...................................15

Other Classes...................................17Martial Classes.................................17Skill Classes......................................17Magic Classes...................................18

Bending Overview........................19Bending Forms.................................20

Components.......................................20Augmentation....................................20Combining Seed Forms....................20Concentration.....................................21Bender Level and Bender Skill........21Form Failure.......................................21Overbending......................................22Cooperative Bending........................22Contested Bending............................22

Form Descriptions...........................23Name...................................................23Difficulty Class...................................23Components.......................................23Bending Time.....................................23Maintenance Action..........................23Range...................................................23Aiming a Form...................................23Duration..............................................25Saving Throws...................................26Descriptive Text.................................26

List of Basic Forms.........................27Airbending.......................................27

Agitate Dust (Seed)...........................27Air Blast (Fundamental Seed)..........27Air Scooter (Seed)..............................28Breathstealer (Seed)...........................28Control Winds (Seed)........................28Flowing Air Strike (Seed).................29Funnel (Seed).....................................29Hand of Wind (Fundamental Seed)30

Hurricane Breath (Template)...........30Levitation (Seed)................................30Puppet (Seed).....................................31Shockwave (Seed)..............................31Somersault (Seed)..............................31Soundbending (Seed)........................32Twister (Seed).....................................32Wind Barrier (Seed)...........................32Wind Burst (Seed)..............................33

Earthbending....................................33Armor (Seed)......................................33Boulder Toss (Seed)...........................33Catapult (Seed)..................................34Density (Seed)....................................34Dirt Spray (Seed)...............................34Dust Cloud (Seed).............................35Earth Blast (Fundamental Seed)......35Earth Wall (Seed)...............................36Earth Wave (Seed).............................36Earthsight (Seed)...............................37Earthwalker (Seed)............................37Golem (Seed)......................................37Headcracker (Seed)...........................37Imprison (Seed)..................................38Metalbend (Template).......................38Move Earth (Fundamental Seed)... .38Puppet (Seed).....................................38Quake (Seed)......................................39Rubble Wave (Seed)..........................39Shape Earth (Fundamental Seed)....40Spike (Seed)........................................40Tectonic (Seed)...................................40

Firebending......................................41Breath of the Dragon (Seed).............41Burning Edge (Seed).........................42Claw of the Phoenix (Seed)..............42Cold Fire (Template).........................42Combustion (Seed)............................42Explosion (Template)........................43Fire Blast (Fundamental Seed).........43Fire Spin (Seed)..................................43Flamethrower (Seed).........................43Heat Control (Seed)...........................44Heatwave (Template)........................44Inner Flames (Seed)...........................44Lifebend (Seed)..................................44Move Flames (Fundamental Seed)..45Puppet (Seed).....................................45Pyrotechnics (Template)...................46Redirect (Seed)...................................46Soaring Flames (Seed).......................46Sweeping Flames (Template)...........47Wall of Flames (Seed)........................47

Waterbending...................................48Bend Plants (Template).....................48Bloodbend (Template)......................48Capture (Seed)...................................48Feel the Flow (Seed)..........................49

Healing Water (Seed)........................49Golem (Seed)......................................49Ice Shards (Seed)................................50Illusionary Mist (Seed)......................50Move Water (Fundamental Seed)....50Phase Change (Fundamental Seed) 51Precipitate (Seed)...............................52Puppet (Seed).....................................52Riptide (Seed).....................................53Shape Water (Fundamental Seed)...53Spout (Seed).......................................54Steady Stance (Seed).........................54Tentacle (Seed)...................................55Water Blast (Fundamental Seed).....56Water Shield (Seed)...........................56Water Whip (Seed)............................56Wave (Seed)........................................57

Golem, Bender................................58Combat..............................................58

Construct Traits..................................58Special Abilities..................................58Master's Traits....................................58

Creating a Bender Golem................58Bender Golem Menu A.....................58Bender Golem Menu B......................59Bender Golem Menu C.....................60

Skills, Feats, Items.........................62New Skill Uses.................................62

Bending Skill (Wis; Special).............62Martial Lore (Int; Trained Only)......62

New Feats.........................................63Dexterous Combatant.......................63Eternal Flame.....................................63Extra Form..........................................63Haymaker...........................................63Form Specialization...........................63Intuitive Attack..................................63Intuitive Reflexes...............................63Open-Minded.....................................63Rock Smash........................................64Superior Reflexes...............................64Whirling Circle...................................64Windfall..............................................64

New Equipment...............................65Bending Scrolls..................................65Channeling Gauntlets.......................65Spirit Oasis Water..............................65

SSIDEBARSIDEBARS

Benders and Monk Feats...............................8Money & Magic............................................18Sandbending.................................................38Blue Fire........................................................42Supernatural Feats.......................................64

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BBASEASE C CLASSESLASSES

ong ago, the Four Nations lived together in harmony. Then, everything changed when the Fire Nation attacked. Only the Avatar, master of all four elements could stop them.

But when the world needed him most, he vanished.

The Dungeons and Dragons game supports a number of concepts from all around in genre fantasy. Not the least of these are spellcasters – wizards and sorcerers, warlocks and druids and clerics, women and men who have seen the great beyond and delved its depths for knowledge. Tome of Battle introduced to us crusaders, warblades and swordsages – mighty warriors who have trained their bodies to the uttermost extremes, performing that which

is simply beyond the ken of mere mortals. Yet, the concept of those who obtain supernatural powers from a balance of the two has never been adequately represented. So-called "Gish" – spellcasters at the front lines – do not represent their own tradition of steel and spell; they throw a fireball sometimes, they swing a sword other times, as the situation requires.

So of course, when Avatar: The Last Airbender – a show with an entire nation of people who threw fireballs while they swung swords – became wildly popular, many fans felt that their favorite roleplaying system should have been able to do a better representation than it did. And thus entered the Giant in the Playground Forum Community.

WWHATHAT Y YOUOU N NEEDEED T TOO P PLAYLAY

To gain the most out of the bending system, you'll only need the three core rulebooks or the System Resource Document, which is available for free online. Bending is a completely unique and new power source for characters,

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and thus has standalone rules. Those wishing to play martial or skill-based characters in the Avatar world are advised to pick up Tome of Battle, Complete Adventurer, and Complete Scoundrel, but these books are not necessary.

A QA QUICKUICK P PRIMERRIMER ONON B BENDINGENDING

This book describes a unique system of magic based on the Avatar: The Last Airbender television show, known as 'bending'. Here's a quick list of terms and ideas you'll find helpful to understanding the system.

Bender: A character with knowledge of one or more forms is a bender.

Form: A distinct kind of magic for benders, which emphasizes manipulating an already present element (water, earth, air, heat) rather than creating something from scratch. In order to use a form, you must know it and make the form's difficulty class with your bending skill. Forms are considerably more modular than standard magic, similar to the epic spell system described in the Epic Level Handbook, only we actually playtested things instead of inadvertently making Leadership the most important feat ever in the history of munchkins. Forms can be altered on the fly, and DM-PC cooperation on effects not clearly stated is very necessary. We have attempted to make the abilities available with each form very explicit, but it is impossible to cover everything.

There are three general classes of form, and some subclasses of forms. A Seed Form is a basic effect ability, similar to a spell, maneuver or power. Each bender starts out with a small number of mandatory "Fundamental Seed Forms." A Template Form is a specific augment to certain Seed Forms, and does nothing on its own. These two types are also referred to as "Basic Forms," as combining two Seed Forms or a Seed Form and a Template Form creates an "Advanced Form."

Bending Skill: A special skill available to anyone who has at least one level in a Bending Class. This skill does not require skill points to advance, and is otherwise not a normal skill (it is not a valid subject for Skill Focus, for example). The Bending Overview section contains more information on Bending Skills.

Bender Level: Some forms have effects that vary with the level of the character using them. Bender Level functions exactly as Initiator Level, and similarly to Manifester or Caster level.

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AAIRBENDERIRBENDER

"Wait. We can't just leave him here.""Sure we can. Let's go.""No. If we leave him, he'll die."

- An Airbender, discussing a foe's fate

MMAKINGAKING A ANN A AIRBENDERIRBENDER

Agility, grace, speed and detachment. Freedom from the ground, freedom from the world, freedom from their own minds. These define an airbender, a member of a small group of individuals blessed with the ability to manipulate the air. Airbenders can hurl blasts of wind at their foes, create shields of swirling air, and even slice objects to pieces with compressed air blasts.

Adventures: Craving freedom above all else, many airbenders are simply itinerant monks, whose traveling lifestyle invites adventure. Others adventure on behalf of their communities, to visit and assist friends living far away, or to help those in need.

Characteristics: Airbenders are able to manipulate the air in many ways. Some chose to focus on mobility and can become the most agile of fighters. Others learn to capture their foes in swirling tornadoes, incapacitating their enemies. Still others seek to destroy the machinery of destruction, using compressed air to slice through metal, stone, and wood. All airbenders, however, are agile fighters who can knock their enemies away and soar through the skies.

Alignment: While an airbender can be of any alignment, their national emphasis on ahimsa (nonviolence) tends to attract more good than evil. However, the airbender's philosophical quest is one for ultimate liberation, and anyone who completes the training can become an airbender.

Religion: Airbenders have a decidedly philosophical focus. They seek liberation from the bonds of the world, and their discipline and dedication to this goal are shown in their simple lifestyles. Few airbenders worship any of the spirits, though nothing prevents them from doing so.

Background: Airbenders are trained at monasteries under the tutelage of senior monks. When they achieve the status of Airbending Master, they receive arrow tattoos on their heads, arms, hands, legs, and feet. Often,

an Airbending Master will take a young student under his wing and help the student on an individual level.

Races: All airbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Air Nomads. In other settings, their diversity of approach, graceful detachment and enjoyment of life as it comes fit well with the gnomes, and to a lesser extent the elves. Any air genasi will consider this path at least once in their life, and raptorans may consider airbending to be just another facet of their pact with the sky gods.

Other Classes: Airbenders are masters of defense and evasion. They work well with almost all other classes; though they find the confrontational style of earthbenders, barbarians, warmages and warblades difficult to understand and deal with, most will make an honest attempt to cooperate. Their emphasis on non-violence and defense can sometimes be frustrating for more aggressively-minded individuals, but is just as much appreciated by thoughtful monks and paladins, while their mental agility is something almost any bard, marshal or rogue can appreciate.

Abilities: A high Wisdom score is essential to an airbender as it determines the Save DCs for many of his best forms and abilities, also allowing him to intuitively dodge attacks. A high Dexterity is also important, as it

affects many of an airbender's best skills, improves his accuracy with his ranged attacks, and provides additional AC. An airbender will often spend time

on the frontlines, so Constitution allows them to survive longer

as they try to talk their opponent down.

Alignment: Any (Usually good)

Starting Gold: 4d4x10 (100 gp).

Starting Age: As Rogue.

CCLASSLASS F FEATURESEATURES

Most airbenders believe in spiritual liberation, leading to their philosophy being centered around respecting life. However, the reality is that an airbender will often be called upon to protect himself or others. Therefore, the Air Monks have developed a tradition that focuses around movement and defense. Ideally, the airbender slowly exhausts their opponent into surrender, all the while playing keepaway.

In a party, the airbender's role is that of a harasser. While

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TABLE 1-1: THE AIRBENDER HIT DIE: D6

LevelBaseAttack Bonus

FortSave

RefSave

WillSave Special

DeflectAttack

FormsKnown

Dodge Bonus

1st +0 +0 +2 +2 Air Blast 1d6, Fundamental Seed Forms 0 1 +0

2nd +1 +0 +3 +3 Deflect Attack, AC Bonus -6 2 +1

3rd +2 +1 +3 +3 Improved Unarmed Strike, Advanced Bending +2 -6 2 +1

4th +3 +1 +4 +4 Evasion -8 3 +1

5th +3 +1 +4 +4 Wind Dancer (5 ft, 1/encounter) -8 3 +2

6th +4 +2 +5 +5 Kinetic Grace (Move) -8 4 +2

7th +5 +2 +5 +5 Air Blast 2d6, Advanced Bending +2 -8 4 +3

8th +6/+1 +2 +6 +6 Defensive Roll -10 5 +3

9th +6/+1 +3 +6 +6 Wind Dancer (10 ft) -10 5 +3

10th +7/+2 +3 +7 +7 Kinetic Grace (1 Round) -10 6 +4

11th +8/+3 +3 +7 +7 Advanced Bending +2 -10 6 +4

12th +9/+4 +4 +8 +8 Improved Evasion -12 7 +5

13th +9/+4 +4 +8 +8 Air Blast 3d6, Wind Dancer (2/encounter) -12 7 +5

14th +10/+5 +4 +9 +9 Kinetic Grace (2 Rounds) -12 8 +5

15th +11/+6/+1 +5 +9 +9 Advanced Bending +2 -12 8 +6

16th +12/+7/+2 +5 +10 +10 Evasive Roll -14 9 +6

17th +12/+7/+2 +5 +10 +10 Wind Dancer (15 ft) -14 9 +7

18th +13/+8/+3 +6 +11 +11 Kinetic Grace (Endless) -14 10 +7

19th +14/+9/+4 +6 +11 +11 Advanced Bending +2 -14 10 +7

20th +15/+10/+5 +6 +12 +12 Air Blast 4d6, Wind Dancer (Endless) -16 11 +8

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Diplomacy, Concentration, Craft, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (Local, Geography, History, Religion), Listen, Move Silently, Perform, Profession, Ride, Spot, Swim, Tumble.

he cannot stun like a monk, he can knock the opponent away from his allies and friends, blind them, deafen them, section off areas of the battlefield, and in general infuriate a foe sufficiently to keep them chasing him, away from his allies. An airbender functions equally well at short or close range, able to use his Somersault form against a melee attacker, or Deflect Attack to stop ranged attacks.

An Airbender may be interested in grabbing the Stunning Fist feat to assist him as a harasser if he is fighting primarily humanoid foes; larger, monstrous opponents will resist it.

Weapon and Armor Proficiency: As an airbender, you are proficient with all simple weapons, but not with any armor or shields.

Forms: You bend forms from the Airbender form list, able to use any form you know spontaneously, as the opportunity presents itself. You begin your career with knowledge of all airbending "Fundamental Seed Forms", as well as one additional seed chosen from the forms you are capable of bending at your level.

To learn a Seed Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class - 10. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. To learn a Template Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form.

You learn additional forms as you gain additional levels; you learn another at second level, and then one more every two levels after that.

A form is considered to be a supernatural ability unless otherwise noted in its description. Your forms are not affected by spell resistance, and you do not necessarily provoke attacks of opportunity for using one. For more information, read the "Bending Overview" section.

Air Blast (Su): One of your basic attack seed forms. A

Page 8: Avatar RPG

single-classed airbender's Air Blast increases in damage at the rate listed in Table 1-1: The Airbender, but for more information, check the section "List of Basic Forms."

AC Bonus: As a 2nd level airbender, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no armor, are unencumbered, and do not use a shield. You also gain the listed miscellaneous bonus to your armor class as you take additional levels in this class, beginning at 2nd level. These bonuses to AC apply even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

BBENDERSENDERS ANDAND M MONKONK FFEATSEATS

The bender classes, much like the monk class, owe a lot of their origin to the East. They are extremely agile martial artists, able to achieve superhuman feats through sheer, extensive training of their body. For the most part, they eschew armor and things like armor, and they all learn to fight with just their fists.

For these thematic reasons and others, you may wish to consider allowing benders to quality for feats and equipment designed for the monk as though they were one, or with lighter prerequisites. For example, the Stunning Fist feat is rarely taken due to its stringent requirements. It would not be unreasonable to allow a bender to qualify to learn the feat as soon as level 3 (when they gain Improved Unarmed Strike). Improved Trip, Grapple, and Disarm are other good candidates for this treatment.

Additionally, the Deflect Attack class feature should qualify as Deflect Arrows for the purposes of feats and classes that require it.

However, classes (such as the Shadow Sun Ninja) and feats that grant progression of many monk abilities should not be affected similarly. The bending system inherently limits multiclassing penalization, and hybrid prestige classes intended for a monk may be abused by benders.

Deflect Attack (Su): As an airbender, you learn early on to block or deflect attacks directed at you. At 2nd level, as an immediate action, you can attempt to negate a single ranged or ranged touch attack made against you, after you have discovered the results of the attack roll but before the damage has been determined. The attack takes a -6 penalty. This penalty increases as you level, raising by -2 every four levels that you take in the airbender class.

Improved Unarmed Strike: At 3rd level, you gain Improved Unarmed Strike as a free bonus feat, reflecting your extensive training with your body.

Advanced Bending: At 3rd level, you begin to display

some of the fruits of your focused and intense training. You gain a +2 bonus to your Bending Skill; this bonus applies towards learning forms as well as bending them. You gain an additional +2 bonus every four levels in the airbender class as indicated in Table 1-1: The Airbender.

Evasion (Ex): An airbender can avoid even magical and unusual attacks with great agility. Upon attaining 4th level, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are not wearing armor. A helpless airbender does not gain the benefit of evasion.

Wind Dancer (Ex): Upon achieving 5th level, you can become a whirling tornado in melee once an encounter. As a free action at the start of your turn, you can initiate a wind dance that lasts until the end of your turn. While in the wind dance, you can take a full attack action (for melee attacks only) and move up to the listed distance between each attack. (5 feet initially; 10 feet at 9th level, and 15 feet at 17th level). However, you must move a minimum of 5 feet between each attack when using this ability, and you cannot return to a square you just exited (though you may return to that square later during your full attack). You are subject to attacks of opportunity while dancing, but may tumble normally as part of your move. If you are prevented from completing your move, you are also prevented from finishing your full attack. You may not make a normal 5-foot step in the same round that you use a wind dance.

At 13th level, you may perform a wind dance twice per encounter. At 20th level, you may perform wind dances as often as you like.

Kinetic Grace (Ex): Upon attaining 6th level, an airbender has managed such perfect balance and grace while moving, even gravity and physics must give pause. You can traverse a wall or even a liquid surface as long as you begin and end your move action on a solid, horizontal surface. The height you can achieve on a wall is limited only by this movement restriction. If you do not end your move on a solid, horizontal surface, you fall prone (or into the liquid), taking falling damage as appropriate, if any. If you run over a hazardous surface such as lava, you take normal exposure damage for that round.

Treat the wall or liquid as a normal floor for the purpose of measuring your movement. Passing from floor to wall or water costs no movement; you can change surfaces freely. You provoke attacks of opportunity as normal for all movement.

As you gain in experience, this ability improves. By 10th

level, you need only begin and end your turn (rather than

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a single move action) on a solid horizontal surface, as long as you move at least 30 feet in that round. At 14th level you can remain on a vertical or liquid surface for two consecutive rounds before falling, as long as you move at least 30 feet the first round. At 18th level, you can use this ability indefinitely, as long as you move at least 30 feet a round.

Defensive Roll (Ex): An airbender can roll with a potentially lethal blow to take less damage from it than she otherwise would. After reaching 8th level, once per encounter when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if you are denied your Dexterity bonus to AC, you can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, your Evasion ability does not apply to the Defensive Roll.

Improved Evasion (Ex): Beginning at 12th level, you gain the Improved Evasion ability. This ability works like Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, henceforth you take only half damage on a failed save.

Evasive Roll (Ex): Upon reaching 16th level, your ability to avoid even the most deadly of attacks improves. You may use your Evasion and Improved Evasion abilities with your Defensive Roll class feature.

Other Benders: Like a member of any other class, an airbender may be a multiclass character, but multiclass airbenders face a special restriction. An airbender may never take a level in a different base bending class; this does not, however, mean that it is impossible for an airbender to learn the other arts. See the Skills & Feats chapter for more details.

EEARTHBENDERARTHBENDER

"There's no 'different angle,' no clever solution, no trickety-trick that's gonna move that rock! You’ve got to face it head on. And when I say head on, I mean like this!"

- The Blind Bandit, shortly before headbutting a rock

MMAKINGAKING A ANN E EARTHBENDERARTHBENDER

Strong and steady, earthbenders are a persevering group with the ability to manipulate stone, soil, crystal, and other earth-based substances. They can move offensively with hurled boulders and raging sandstorms, or they can be bastions of defense behind walls of stone and giant fissures.

Adventures: Many earthbenders are attached to Earth Kingdom military units and adventure at the command of their superior officers. Others wander for personal reasons including acquisition of wealth and power, to fight in earthbending tournaments, and to find an earthbending master to help them improve their skills.

Characteristics: Of all the bending arts, earthbending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, trap their enemies in cages of stone and soil, immerse their enemies in earth, or throw them off balance with localized earthquakes. On the defensive, they can raise stone walls out of the ground, encase their bodies in earthen armor, and hurl their enemies away with quickly-rising columns of stone.

Alignment: An earthbender's training and lifestyle is one of rigidity and endurance. As such, they tend to be lawful. However, earthbending lacks any dominant moral imperative and earthbenders fall all over the good-evil axis.

Religion: Earthbenders are incredibly self-sufficient and, as a group, show little predilection for religion. Some revere the Earth King as a minor deity, but many do not.

Background: Many earthbenders have a military background, employing their formidable powers for the benefit of the Earth Kingdom. Others learn in earthbending schools as children. Still others have private tutors.

Races: All earthbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Earth Kingdom. In other settings, dwarves, goliaths, deep gnomes, orcs and

Page 10: Avatar RPG

earth genasi are all natural and obvious choices for this class. A few warforged have demonstrated unusual powers along this line. The earthbending philosophy of waiting and listening appeals well to changelings.

Other Classes: Earthbenders find the evasive style of airbenders, scouts and monks difficult to deal with, and prefer to stand their ground and fight than dodge attacks. Their comfort in the familiar is often challenged by arcane spellcasters, who seem to violate the order of things. They work well with almost all other kinds of classes, where their balance of aggression and passivity makes them a useful contribution to any fight.

Abilities: A high Wisdom score is essential to an earthbender as it determines the Save DCs for many of her best forms and abilities, also allowing her to intuitively dodge attacks. Earthbenders generally spend a lot of their time on the frontlines, so Constitution is one of their most important abilities, allowing them to take hits and keep moving.

Alignment: Any (Sometimes lawful)

Starting Gold: 6d4x10 (150 gp).

Starting Age: As Rogue.

CCLASSLASS F FEATURESEATURES

Earthbenders tend to fight at close range whenever feasible. Unafraid of a fight, it allows them to protect their allies and keep the enemy off-balance and uncomfortable. Front-line controllers, they will reshape the battlefield to fit their desires and mix it up on their terms.

It is alternatively possible for an earthbender to take a more passive stance towards the back, slowing and hindering the enemy's attempts to reach them as they hurl gigantic boulders. From their position in the rear, they are limited on their ability to intervene in a fight, but can greatly discourage attempts to leave the central arena.

Weapon and Armor Proficiency: As an earthbender, you are proficient with all simple and martial weapons, as well as light armor, but not shields.

Forms: You bend forms from the earthbender form list, able to use any form you know spontaneously, as the opportunity presents itself. You begin your career with knowledge of all earthbending "Fundamental Seed Forms", as well as one additional seed chosen from the forms you are capable of bending at your level.

To learn a Seed Form, you must have a

Bending skill modifier equal to the form's bending Difficulty Class - 10. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. To learn a Template Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form.

You learn additional forms as you gain additional levels; you learn another at second level, and then one more every two levels after that.

A form is considered to be a supernatural ability unless otherwise noted in its description. Your forms are not affected by spell resistance, and you do not necessarily provoke attacks of opportunity for using one. For more information, read the "Bending Overview" section.

Earth Blast (Su): One of your basic attack seed forms. A single-classed earthbender's Earth Blast increases in damage at the rate listed in Table 1-2: The Earthbender, but for more information, check the section "List of Basic Forms."

AC Bonus: As a 2nd level earthbender, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no or light armor, are unencumbered, and do not use a shield. These bonuses to AC apply even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Deflect Attack (Su): As an earthbender, you learn early on to block or deflect attacks directed at you. At 2nd level, as an immediate action, you can attempt to negate a single ranged or ranged touch attack made against you, after you have discovered the results of the attack roll but before the damage has been determined. The attack takes a -6 penalty. This penalty increases as you level, raising by -2 every four levels that you take in the earthbender class.

Improved Unarmed Strike: At 3rd level, you gain Improved Unarmed Strike as a free bonus feat, reflecting your extensive training

with your body.

Advanced Bending: At 3rd level, you begin to display some of the fruits of your focused and intense training. You gain a +2 bonus to your

Bending Skill; this bonus applies towards learning forms as well as bending them. You gain an additional +2 bonus every four levels in the earthbender class as indicated in Table 1-2: The Earthbender.

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TABLE 1-2: THE EARTHBENDER HIT DIE: D10

LevelBaseAttack Bonus

FortSave

RefSave

WillSave Special

DeflectAttack

FormsKnown

1st +0 +2 +0 +2 Earth Blast 1d6, Fundamental Seed Forms 0 1

2nd +1 +3 +0 +3 Deflect Attack, AC Bonus -6 2

3rd +2 +3 +1 +3 Improved Unarmed Strike, Advanced Bending +2 -6 2

4th +3 +4 +1 +4 Rock Steady +2 -8 3

5th +3 +4 +1 +4 Earth Blast 2d6, Climb (20 ft.) -8 3

6th +4 +5 +2 +5 Mettle -8 4

7th +5 +5 +2 +5 Advanced Bending +2 -8 4

8th +6/+1 +6 +2 +6 Rock Steady +4 -10 5

9th +6/+1 +6 +3 +6 Climb (30 ft.) -10 5

10th +7/+2 +7 +3 +7 Earth Blast 3d6, Head-On Defense -10 6

11th +8/+3 +7 +3 +7 Advanced Bending +2 -10 6

12th +9/+4 +8 +4 +8 Rock Steady +8 -12 7

13th +9/+4 +8 +4 +8 Climb (40 ft.) -12 7

14th +10/+5 +9 +4 +9 -12 8

15th +11/+6/+1 +9 +5 +9 Earth Blast 4d6, Advanced Bending +2 -12 8

16th +12/+7/+2 +10 +5 +10 Rock Steady +16 -14 9

17th +12/+7/+2 +10 +5 +10 Climb (50 ft.) -14 9

18th +13/+8/+3 +11 +6 +11 -14 10

19th +14/+9/+4 +11 +6 +11 Advanced Bending +2 -14 10

20th +15/+10/+5 +12 +6 +12 Earth Blast 5d6, Climb (60 ft.) -16 11

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Knowledge (Geography), Listen, Move Silently, Profession, Sense Motive, Spot

Rock Steady (Su): Earthbenders are hard to move when they do not wish to; you are no exception. Upon attaining 4th level, whenever you are in contact with the ground and have not moved more than 5 feet in your last round, you gain a +2 bonus to your reactive Grapple, Trip, Disarm and Bull Rush rolls. This bonus doubles every four levels, to a maximum of +16 at 16th level.

Climb (Su): By bending hand and footholds into a stone or earthen surface, an earthbender can climb even sheer surfaces easily. When attempting to scale any bendable surface, a 5th level or higher earthbender gains a climb speed as indicated on the above table, as well as a +8 competence bonus on Climb checks. This ability only works on substances that you can earthbend.

Mettle (Ex): You can withstand even magical and unusual attacks with great resolve. Upon attaining 6th

level, by drawing on your inner strength and dedication, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you

instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Head-on Defense (Ex): Beginning at 10th level, you add your Constitution modifier as a bonus to your Reflex saves. This represents your ability as an Earthbender to tackle even the most daunting attack with fortitude and resilience more than mere agility.

Other Benders: Like a member of any other class, an earthbender may be a multiclass character, but multiclass earthbenders face a special restriction. An earthbender may never take a level in a different base bending class; this does not, however, mean that it is impossible for an earthbender to learn the other arts. See the Skills & Feats chapter for more details.

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FFIREBENDERIREBENDER

"I don't need luck... I don't want it. I've always had to struggle and fight and that's made me strong. It's made me who I am."

- The Fire Prince

MMAKINGAKING A F A FIREBENDERIREBENDER

Quick, chaotic, and energetic, firebending is a difficult art that only the most dedicated are able to master through much inner discipline. Firebenders are almost always on the offensive, overwhelming their foes with barrage after barrage of fiery kicks, jabs, and sweeps.

Adventures: Often, firebenders serve as part of military detachments and adventure under the orders of their superior officers or on their own initiative, seeking to advance the interests of the Fire Nation. Alternatively, they may travel on more personal quests, seeking to regain lost honor or improve their standing within the Fire Nation political hierarchy. Still others adventure to prove and increase their power and command of their destructive art.

Characteristics: Firebenders are fast, powerful, and aggressive. Lacking the potent defensive moves of the other bending disciplines, firebenders seek to strike quick and hard, defeating their opponent before defense is necessary. They use a variety of attacks to project their fire, with quick hand jabs and punches resulting in short bursts of fire while sweeping kicks create arcs of flame. Some of the most powerful firebenders are able to create walls of fire, or generate blue fire or electricity, the most powerful forms of the firebending art.

Alignment: Master firebenders, like all other benders, show high discipline and self-control, though like their unpredictable medium, they can lose control of their emotions. Chaotic and Lawful firebenders are in equal numbers. The art of fire is obviously (though not solely) destructive, lending a slight preference towards Evil – but energy is as much the domain of Good.

Religion: While the extent of firebender spirituality is unknown, it is commonly thought that firebenders revere the sun as the source of their powers. It is also thought that some firebenders revere past Avatars from the Fire Nation. Many firebenders are stubbornly individualistic and do not profess any religious beliefs.

Background: Many firebenders receive their

training through the military, becoming soldiers in the Fire Nation army. Others seek out individual masters or train at temples dedicated to the art.

Races: All firebenders (with the exception of the Avatar, who is able to master all four elements) are members of the groups known as the Fire Nation or the Sun Warriors. In other settings, their disciplined yet passionate ways are favored by races as diverse as the kalashtar, dwarves, kobolds and half-orcs. Many fire genasi and phoelarchs pursue the path of fire.

Other Classes: Of all the bending disciplines, firebenders are the most individualistic and aggressive, often causing conflicts with those who differ in approach or look for less martial solutions, such as clerics, druids, and bards. The more spiritual among them may realize that difference is not always dissonance, but harmony. These firebenders espouse the views of a number of different companions, especially those of like disciplined passion, such as martial adepts.

Abilities: A high Wisdom score is essential to an firebender as it determines the Save DCs for many of his best forms and abilities, also allowing him to intuitively dodge attacks. A firebender will have to choose between his Strength and his Dexterity as well. Some firebenders prefer fighting at range, thus needing the accuracy and agility that Dexterity affords them; others need the additional damage and speed granted them by Strength. Constitution is important to any class for the sake of survival.

Alignment: Any (Sometimes evil, rarely neutral)

Starting Gold: 6d4x10 (150 gp).

Starting Age: As Rogue.

CCLASSLASS F FEATURESEATURES

Firebenders are the most aggressive and immediately dangerous of all benders, and will directly hurt their opponent the most. That is a defining feature of their

fighting style. But the clever realize that direct damage is not the only way to harm an

opponent – after all, what use is a gigantic fireball if the person you

want to use it on is in the next city?

Firebenders thus often take the role of a frontline destroyer and rear

harasser, forcing the enemy to make tough choices in moving safely.

Weapon and Armor Proficiency: As a firebender, you are proficient with all simple and

Page 13: Avatar RPG

martial weapons, as well as light armor, but not shields.

Forms: You bend forms from the Firebender form list, able to use any form you know spontaneously, as the opportunity presents itself. You begin your career with Forms", as well as one additional seed chosen from the forms you are capable of bending at your level. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form.

To learn a Seed Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class - 10. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. To learn a Template Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier.

You learn additional forms as you gain additional levels; you learn another at second level, and then one more every two levels after that.

A form is considered to be a supernatural ability unless

otherwise noted in its description. Your forms are not affected by spell resistance, and you do not necessarily provoke attacks of opportunity for using one. For more information, read the "Bending Overview" section.

Fire Blast (Su): One of your basic attack seed forms. A single-classed firebender's Fire Blast increases in damage at the rate listed in Table 1-3: The Firebender, but for more information, read the section "List of Basic Forms."

AC Bonus: As a 2nd level firebender, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no or light armor, are unencumbered, and do not use a shield. These bonuses to AC apply even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Firestorm (Ex): When unarmored or lightly armored, you may strike with a firestorm at the expense of accuracy. You may make one extra attack in a round at your highest base attack bonus, but all attacks made that round take a -2 penalty. It also affects attacks of opportunity you might make before your next action. When you reach 5th level, the penalty lessens to -1, and at 9th level it disappears. You must use a full attack action to strike with a firestorm.

TABLE 1-3: THE FIREBENDER HIT DIE: D8

LevelBaseAttack Bonus

FortSave

RefSave

WillSave Special

FirestormAttack Bonus

DeflectAttack

FormsKnown

1st +0 +0 +2 +2 Fire Blast 1d6, Fundamentals, Firestorm -2/-2 0 1

2nd +1 +0 +3 +3 Deflect Attack -1/-1 -6 2

3rd +2 +1 +3 +3 Imp. Unarmed Strike, Advanced Bending +2 +0/+0 -6 2

4th +3 +1 +4 +4 Fire Blast 2d6 +1/+1 -8 3

5th +3 +1 +4 +4 Burning Rush (10 ft.) +2/+2 -8 3

6th +4 +2 +5 +5 Fire Resistance 5 +3/+3 -8 4

7th +5 +2 +5 +5 Advanced Bending +2 +4/+4 -8 4

8th +6/+1 +2 +6 +6 Fire Blast 3d6 +5/+5/+0 -10 5

9th +6/+1 +3 +6 +6 Burning Rush (20 ft.) +6/+6/+1 -10 5

10th +7/+2 +3 +7 +7 Cold Resistance 5 +7/+7/+2 -10 6

11th +8/+3 +3 +7 +7 Advanced Bending +2, Greater Firestorm +8/+8/+8/+3 -10 6

12th +9/+4 +4 +8 +8 Fire Blast 4d6 +9/+9/+9/+4 -12 7

13th +9/+4 +4 +8 +8 Burning Rush (30 ft.) +9/+9/+9/+4 -12 7

14th +10/+5 +4 +9 +9 Fire Resistance 10 +10/+10/+10/+5 -12 8

15th +11/+6/+1 +5 +9 +9 Advanced Bending +2 +11/+11/+11/+6/+1 -12 8

16th +12/+7/+2 +5 +10 +10 Fire Blast 5d6 +12/+12/+12/+7/+2 -14 9

17th +12/+7/+2 +5 +10 +10 Burning Rush (40 ft.) +12/+12/+12/+7/+2 -14 9

18th +13/+8/+3 +6 +11 +11 Cold Resistance 10 +13/+13/+13/+8/+3 -14 10

19th +14/+9/+4 +6 +11 +11 Advanced Bending +2 +14/+14/+14/+9/+4 -14 10

20th +15/+10/+5 +6 +12 +12 Fire Blast 6d6, Burning Rush (50 ft.) +15/+15/+15/+10/+5 -16 11

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Climb, Diplomacy, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (History), Listen, Move Silently, Perform, Profession, Sense Motive, Spot

Page 14: Avatar RPG

When using firestorm, you may attack with unarmed strikes, your Fire Blast attack, or any light, one-handed or double melee weapon you have proficiency in. You may attack with any of the above interchangeably as desired.

Firestorm cannot be used simultaneously with feats and class abilities such as Rapid Shot or Flurry of Blows that also grant extra attacks, though a Haste effect is fine.

Greater Firestorm: When you reach 11th level, in addition to the standard extra attack you get from firestorm, you get a second extra attack at your full base attack bonus.

Deflect Attack (Su): As a firebender, you learn early on to block or deflect attacks directed at you. At 2nd level, as an immediate action, you can attempt to negate a single ranged or ranged touch attack made against you, after you have discovered the results of the attack roll but before the damage has been determined. The attack takes a -6 penalty. This penalty increases as you level, raising by -2 every four levels that you take in the firebender class.

Improved Unarmed Strike: At 3rd level, you gain Improved Unarmed Strike as a free bonus feat, reflecting your extensive training with your body.

Advanced Bending: At 3rd level, you begin to display some of the fruits of your focused, intense training. You gain a +2 bonus to your Bending Skill; this bonus applies towards learning forms and bending them. You gain an additional +2 bonus every four levels in the firebender class as indicated in Table 1-3: The Firebender.

Burning Rush (Su): Upon attaining 5th level, you can use your firebending to greatly amplify your speed for short amounts of time. As a free action, once per encounter you can activate Burning Rush. For the next three rounds, you gain the listed speed as a circumstance bonus to all your movement speeds. Particularly powerful firebenders may have this manifest as jets of flame exploding from their feet.

Energy Resistance (Su): At 6th level, you gain Fire Resistance 5, able to reactively bend away minor temperature fluctuations. As you gain additional levels in the firebender class, you gain Cold Resistance as well, and both resistances increase to 10.

Other Benders: Like a member of any other class, a firebender may be a multiclass character, but multiclass firebenders face a special restriction. A firebender may never take a level in a different base bending class; this does not, however, mean that it is impossible for a firebender to learn the other arts. See the Skills & Feats chapter for more details.

WWATERBENDERATERBENDER

"I will never, ever turn my back on people who need me."- Southern Waterbending Master

MMAKINGAKING A W A WATERBENDERATERBENDER

Change. Not making it, but experiencing it and doing something with it. The seas are inconstant as the moon, and in that, waterbenders have found solidity. A swaying balance that moves the world.

Adventures: Waterbenders adventure most frequently to aid the tribe, be it to defend against an enemy, gain access to a crucial resource, or provide aid to an ally of the tribe. Also, waterbenders in small communities may adventure to seek out a master to instruct them.

Characteristics: Waterbenders are able to manipulate water, giving it shape, moving it with great speed and power, or changing its phase from water to ice or vapor (and vice versa). They focus on a fluid defense, turning their opponent's blows against them. Waterbenders can also heal wounds, using water as a medium through which to align the chi and promote healing.

Alignment: Waterbenders emphasize defense – but an active one that reflects the opponent's own offense, and can be roused to anger. Thus, waterbenders tend toward neither good nor evil. In the harsh arctic environment which spawns most waterbenders, strict adherence to law or reckless abandonment of duties can mean death for all involved; overall, a waterbender understands the need for flexibility, and thus tends towards neutrality.

Religion: Waterbenders draw their power from the Moon and venerate the Moon Spirit above all others. Their power waxes in the moonlight and wanes during the day. Also, many members of the Water Tribe revere the Ocean Spirit as the source of life for their people.

Background: Most waterbenders train under a master. In the Northern Water Tribe, there are large

group lessons under the tutelage of a single master. In the Southern and

Foggy Swamp Water Tribes where waterbenders are fewer in

number, waterbenders tend to learn one-on-one

from a single master.

Races: All

Page 15: Avatar RPG

waterbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Water Tribe, located at the north and south poles and in the Foggy Swamp. In other settings, the need for strength in flexibility is a trait that halflings and humans alike hold in high regard. Any water genasi will consider this path at least once in their life, and some shifters that venerate the depths have found themselves contemplating waterbending.

Other Classes: Waterbenders, with their emphasis on fluid, but reactive, fighting will often find much in common with frontline defenders accustomed to taking abuse for their comrades, and their control and healing abilities are likewise appreciated by such. The precision that such a defense gives them over their offensive output is something that peace-minded monks, clerics and some paladins are sure to appreciate.

Abilities: A high Wisdom score is essential to a Waterbender as it determines the Save DCs for many of her best forms and abilities, also allowing her to intuitively dodge attacks. A high Dexterity is also important, as it allows the waterbender more opportunities to strike and control incautious opponents. A waterbender's typical position at the rear of the fight gives them many opportunities to observe the battle and support their allies, so a high Intelligence could be of benefit; a more active and confrontational waterbender may favor Constitution instead.

Alignment: Any (Usually neutral)

Starting Gold: 3d4x10 (75 gp).

Starting Age: As Rogue.

CCLASSLASS F FEATURESEATURES

While a firebender will stay upfront and hurt people while hoping to not get hurt himself, a waterbender often finds herself doing the exact opposite – staying in the back, actively twisting attacks made against her into painful ripostes, daring anyone to try and get near, past her swarms of Tentacles and her Water Whip.

And then half of those who do end up getting close are simply swept out to sea by gigantic waves. The waterbender can't take many hits, but misses against her will prove costly. At her most effective when being targeted, opponents will have to weigh the relative worth of attacking her first or last – if they get to at all.

Weapon and Armor Proficiency: As an waterbender, you are proficient with all simple weapons, but not with any armor or shields.

Forms: You bend forms from the Waterbender form list, able to use any form you know spontaneously, as the opportunity presents itself. You begin your career with knowledge of all waterbending "Fundamental Seed Forms", as well as one additional seed chosen from the forms you are capable of bending at your level.

To learn a Seed Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class - 10. Forms with a variable base Difficulty Class use their lowest listed DC for purposes of learning the form. To learn a Template Form, you must have a Bending skill modifier equal to the form's bending Difficulty Class + 10. The saving throw Difficulty Class against your forms is 10 + ½ your level in all bending classes + ¼ your level in all other classes + your Wisdom modifier. You must maintain a bonus for at least 24 hours before you gain a level for it to count towards learning a form.

You learn additional forms as you gain additional levels; you learn another at second level, and then one more every two levels after that.

A form is considered to be a supernatural ability unless otherwise noted in its description. Your forms are not affected by spell resistance, and you do not necessarily provoke attacks of opportunity for using one. For more information, read the "Bending Overview" section.

Water Blast (Su): One of your basic attack seed forms. A single-classed waterbender's Water Blast increases in damage at the rate listed in Table 1-4: The Waterbender, but for more information, check the section "List of Basic Forms."

AC Bonus: As a 2nd level waterbender, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no armor, are unencumbered, and do not use a shield. You also gain the listed miscellaneous bonus to your armor class as you take additional levels in this class, beginning at 2nd level. These bonuses to AC apply even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Deflect Attack (Su): As an waterbender, you learn early on to block or deflect attacks directed at you. At 2nd level, as an immediate action, you can attempt to negate a single ranged or ranged touch attack made against you, after you have discovered the results of the attack roll but before the damage has been determined. The attack takes a -6 penalty. This penalty increases as you level, raising by -2 every four levels that you take in the waterbender class.

Improved Unarmed Strike: At 3rd level, you gain Improved Unarmed Strike as a free bonus feat, reflecting your extensive training with your body.

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TABLE 1-4: THE WATERBENDER HIT DIE: D6

LevelBaseAttack Bonus

FortSave

RefSave

WillSave Special

DeflectAttack

FormsKnown

DodgeBonus

1st +0 +0 +2 +2 Water Blast 1d6, Fundamental Seed Forms 0 1 +0

2nd +1 +0 +3 +3 Deflect Attack, AC Bonus -6 2 +0

3rd +2 +1 +3 +3 Improved Unarmed Strike, Advanced Bending +2 -6 2 +0

4th +3 +1 +4 +4 Water Conservation 25% -8 3 +0

5th +3 +1 +4 +4 Water Blast 2d6, Ski (20 ft.) -8 3 +1

6th +4 +2 +5 +5 -8 4 +1

7th +5 +2 +5 +5 Advanced Bending +2 -8 4 +1

8th +6/+1 +2 +6 +6 Water Conservation 50%, Circular Attack -4 -10 5 +1

9th +6/+1 +3 +6 +6 Ski (30 ft.) -10 5 +1

10th +7/+2 +3 +7 +7 Water Blast 3d6 -10 6 +2

11th +8/+3 +3 +7 +7 Advanced Bending +2 -10 6 +2

12th +9/+4 +4 +8 +8 Water Conservation 75% -12 7 +2

13th +9/+4 +4 +8 +8 Ski (40 ft.) -12 7 +2

14th +10/+5 +4 +9 +9 Circular Attack -2 -12 8 +2

15th +11/+6/+1 +5 +9 +9 Water Blast 4d6, Advanced Bending +2 -12 8 +3

16th +12/+7/+2 +5 +10 +10 Water Conservation 100% -14 9 +3

17th +12/+7/+2 +5 +10 +10 Ski (50 ft.) -14 9 +3

18th +13/+8/+3 +6 +11 +11 -14 10 +3

19th +14/+9/+4 +6 +11 +11 Advanced Bending +2 -14 10 +3

20th +15/+10/+5 +6 +12 +12 Water Blast 5d6, Circular Attack +0, Ski (60 ft.) -16 11 +4

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (History, Local, Religion), Listen, Perform, Profession, Sense Motive, Spot, Survival, Swim, and Use Rope.

Advanced Bending: At 3rd level, you begin to display some of the fruits of your focused and intense training. You gain a +2 bonus to your Bending Skill; this bonus applies towards learning forms as well as bending them. You gain an additional +2 bonus every four levels in the waterbender class as indicated in Table 1-4: The Waterbender.

Water Conservation (Su): As you advance in your career as a waterbender, you quickly realize your limitations when not next to a body of water. Through much practice, you learn to compensate for this. Upon completion of a form that normally states that its water component is not immediately recoverable, you retain the listed percentage of water from the form. Your next form within the next round that requires water can use your conservation pool as a component, even if the water conserved is not within 10 feet of you.

Ski (Su): Beginning at 5th level, you learn to move over the surface of water as naturally as if on land, or even more so. You can move on the surface of water, ice, or snow at the speed indicated on Table 1-4: The Waterbender. The waterbender can use the run action

while skiing, provided that she skis in a straight line.

Circular Attack (Ex): Beginning at 8th level, you can redirect your enemies' attacks, using their own energy to retaliate against them. When you successfully dodge an attack roll for whatever reason, you may make an attack of opportunity against your attacker; this attack of opportunity may either be performed with a melee weapon as normal, or with your Water Blast, at your option. This attack roll takes a -4 penalty when you first learn the ability, though this penalty gradually disappears over time, as listed on Table 1-4: The Waterbender.

Other Benders: Like a member of any other class, a waterbender may be a multiclass character, but multiclass waterbenders face a special restriction. A waterbender may never take a level in a different base bending class; this does not, however, mean that it is impossible for a waterbender to learn the other arts. See the Skills & Feats chapter for more details.

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OOTHERTHER C CLASSESLASSES

"We can take 'em. Three on three.""Actually, there's four of us.""Oh, sorry. Didn't count you, you know, no bending and all.""I can still fight!""Okay, three on three plus Sokka."

- Toph and Sokka

MMARTIALARTIAL C CLASSESLASSES

As any fan of the Avatar: The Lost Airbender show knows, the cast is not made up solely of benders, and while only a bender might be able to stop a raging volcano or earthquake, in a fight a good warrior can be a serious threat.

Barbarian: While the episode The Great Divide shows us a mass of people who can be considered Barbarians, we don't actually get many examples of monstrous physical strength in the Avatar World. The class shouldn't detract from the feel of a close-to-canon setting show, however.

Crusader: The Crusader, with its paladin-like religious zeal directly powering its abilities, as well as its iconic martial discipline Devoted Spirit containing large, in-combat only healing capability that is not remotely tied to water, may find itself out of place in the Avatar World.

Fighter: The prototypical warrior class, there are few settings that the Fighter is not at home in. This is no exception.

Hexblade: As a class which focuses on magic, the Hexblade is certainly out of setting. However, the idea of hexing someone with bad luck is not exclusive to the West, and with some doctoring, the Hexblade will not be a large intrusion.

Monk: The Monk has always been an Eastern-inspired class, and Avatar draws primarily on Chinese and Hindu influences. We never explicitly see a character with monk abilities, especially not Abundant Step, but Guru Pathik, and to a lesser extent Ty Lee, suggest the idea of non-benders able to achieve some measure of supernatural power. You can go either way with this class. The most overt effects you may simply wish to alter mechanically in small ways – turning Abundant Step into extremely quick, stealthy, high-leaping movement has virtually the same gameplay effect in most cases as actual teleportation, and Jeong-Jeong performs a similar trick in The Deserter.

Paladin: Interestingly, while the Crusader has some issue fitting, the Paladin could be reflavored as a martially-focused Waterbender who only mastered the ability to heal. However, you would have to very carefully choose your spell selection. The Paladin's special mount would very certainly not be able to be magically summoned from Celestia; however, it could be a creature from the Spirit World which you have long befriended that knows how to cross the barriers between the two worlds.

Ranger: Much as the Paladin, careful selection of Ranger spells to things with less overt effects – such as Jump, Speak with Animals, Snare and many of the spells introduced in the Spell Compendium will let the Ranger slide into the Avatar world without making a big splash. However, the spell-less Ranger from Complete Warrior or the Scout class will probably be an easier fit.

Swordsage: The Swordsage, like the Monk, draws a bit on Eastern influences and this allows it some freedom in its supernatural qualities. Still, you may wish to avoid explicitly supernatural disciplines, such as Shadow Hand and Desert Spirit. (Though Desert Spirit pairs well with a multi-classed firebender, and Stone Dragon synergizes with earthbending.)

Warblade: A Fighter by any other name would still fit as snug.

SSKILLKILL C CLASSESLASSES

Bard: The Bard gains much of its abilities explicitly from Arcane

Magic, which makes its spells hard to fit in. Bardic Music itself

can be simply made to be an extraordinary ability, as it is morale

based. Substituting the Bard's spell list for a Warblade's maneuver list and increasing their hit die to d8 could

work, though.

Ninja: The Rogue version of the monk. As with the monk, the explicitly supernatural things should probably be toned down into improbably natural elements. Invisibility is just an exceptionally good, fast, leap into stealth or a cloak dance.

Rogue: The prototypical scoundrel class, there are few settings that the Rogue is not at home in. This is no exception.

Scout: Take one part Rogue, one part Ranger, and ditch the spellcasting – it's a recipe for success. The Scout is at home in nearly any D&D setting.

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MMAGICAGIC C CLASSESLASSES

Artificer: For the most part, Artificers – like the rest of the spellcasting, manifesting crew – simply do not fit. However, an artificer stripped of most of its later class features, while unbalanced, weak and boring, would serve well as an NPC smith to get a source of magic equipment, especially as virtually all the other caster classes do not even remotely fit.

Binders & Spirit Shaman: Much like the Hexblade, these two are inarguably beyond the bounds of the canonical setting. However, dealings with the Spirit World beyond the Avatar are poorly understood. The Binder could fill that spot, making pacts with various spirits that have become unruly and angered, disturbing the land; alternatively, a Spirit Shaman with a Swordsage maneuver progression in place of its spellcasting could be a priest who has learned to chastise the spirits.

MMONEYONEY & M & MAGICAGIC

This supplement is intended to be of equal use to people who want to play an Avatar World campaign, and people who just want to bend things in Eberron or Greyhawk. The problem, though, is that the Avatar World doesn't take well to the "Christmas Tree effect," a phenomenon in standard 3rd Edition D&D that results in every Fighter carrying a golf club bag full of different weapons, omnipresent bags of holding, and everyone flying by level 15. There are no magic items at all, after all! You might want to ban them all entirely.

But in reality, the martial D&D classes are balanced around having equipment, and ignoring that can cause serious problems. If you find that for whatever reason, your PCs are not adapting well to a no-magic item setting, you may wish to reintroduce them- slyly.

To use this variant, restrict any magic item gains to those items which enhance already present abilities, like straight enhancement bonuses to weapons, or things that are feasible non-magically, like Fortification to Armor. Magic items that improve ability scores can be thought of in new ways. Gloves of Strength might really just improve your grip and balance to provide a functional improvement to strength without actually making you Hercules. The Carrying and Encumbrance rules rarely come into play anyway.

Make good use of the one-use permanent bonus magic items, like the Manual of Gainful Exercise. To prevent everyone from just reading the book and magically getting stronger, attaching 'sidequest' adventures for PCs to train and gain the most out of their newly found pamphlet gurus can be a fun diversion, especially during downtime.

Players should not be walking around with large amounts of money under this rule set, and will honestly be lucky to have more than a couple pieces of gold as spending money most of the time. They can find, craft, or barter for new equipment, and even if they want to sell things, truly fine weaponry is well beyond the purse limits of the average citizen. The oft-neglected chapter on services and equipment in the Player's Handbook might even see use this way.

Of course, in such a no magic, low technology setting, having more than a handful of money isn't as large a benefit to anyone interested in adventuring, so if a PC in a campaign with this variant wants you to play up her massive inheritance from the Bei Fong family, you may wish to play along. The additional resources can be quite game-changing in the hands of clever PCs, but rarely will they be game-breaking, especially with regards to intra-party balance.

You and your players will, of course, know that they really are using magic item rules, but it's not like it'll matter. Last I checked, there's no Anti-Magicbender.

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BBENDINGENDING O OVERVIEWVERVIEW

ater. Earth. Fire. Air. These four elements are the basis of all life according to those who call themselves 'benders'. Using the unique

combination of mortality and spirituality, they are able to bend these elements to their will and shape their world.

Bending is an ultimately spiritual, martial discipline – neither arcane or divine, but something in-between. In many ways, it is weaker than magic, since benders cannot create what is not there. So unlike magic, it is limited by the endurance of its wielder and the suitability of its environment, but in return has considerably more flexibility.

Although bending is amazing and defies the laws of physics, it is not magic as one commonly thinks of it. Nothing is created, only manipulated. Therefore, bending is never subject to spell resistance, and though it cannot be performed in an Anti-Magic Field, bending that begins outside of an Anti-Magic Field can continue into one via momentum. All bending arts are considered to be a set of Supernatural (Su) abilities, though the wide variety of techniques in bending means that not all normal rules for Supernatural abilities apply.

A normal bending effect is referred to as a Seed Form or Stance Form. Even these basics, when wielded by masters, can unleash amazing destructive or constructive powers, but Advanced Forms – created by the combination of two Seed Forms or any Form added with a Template Form – are a sight to behold.

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BBENDINGENDING F FORMSORMS

ComponentsForms with the Somatic component require precise, coordinated motion. Bending checks made to bend a form with a somatic component incur double the usual armor check penalty as a result, unless you have proficiency in the armor. If you are proficient with the armor you wear, light armor incurs no armor check penalty, and medium or heavy armor incur half the armor check penalty. If you do not at least have two limbs free, grappling, are prone, or otherwise hindered in a significant way, you must take a -10 penalty on your bending check in order to bend a form with a somatic component. Attempting to bend a form with the Somatic component while you are completely helpless, pinned, or otherwise immobile is impossible even for the most skilled benders.

Activating or maintaining forms with the Meditation component provokes an attack of opportunity unless done as a swift or free action. Getting struck in the midst of activating or while maintaining a bending form with a Meditation component and then subsequently failing your Concentration check causes you to lose the form, just like a spell.

Certain forms (particularly those of water, air, and earth) have a material component of their corresponding element, either to fuel the form or as an integral part of the form's effects. It is impossible to bend a form if you do not have a sufficient quantity of the appropriate element within 10 feet of you.

AugmentationAugmentation: Most forms have variable effects based

on your bending skill. Specific augments are listed in the description of each form; at the DM's option, others may become available based on the situation. There are four types of Augments:

● Increase augments are fairly common. Subtract the base difficulty class of the form from your bending check result. This is the size of your augment pool. You must use or spend points from your augment pool on Increase augments in order to gain their benefits. You must decide how to increase augment a form prior to rolling your bending check for it.

● Exceed augments are rare; to determine the strength of an Exceed augment, simply subtract the base difficulty class of the form from your

bending check result.

● Quickening augments are the most common, and are described below. Quickening augments actually increase the base difficulty class of a form for purposes of determining the augment pool and the strength of any exceed augments. You must decide whether to attempt to quicken a form before rolling your bending check for it.

● Templates are a special kind of augmentation. Template Forms are forms that exist purely to alter the effects of other forms, and must be learned as any Seed Form would. Template Forms are therefore specific to each type of bending. Applying a Template Form creates an Advanced Form, and can change many characteristics of the Seed Form, such as its duration or Bending Time. Template augments actually increase the base difficulty class of a form for purposes of determining the augment pool and the strength of any exceed augments. You must decide whether to attempt to apply a template to a form before rolling your bending check for it.

Augments can be added or removed while you maintain a form; however, you must add +4 to the difficulty class that round in order to sustain your mental and physical balance while adjusting to a change. Certain forms may specify restrictions on when that form can be augmented.

Quickening: Most forms with a Bending Time of Full-Round or shorter can be quickened. For every ten points you increase the difficulty class of a form, you can reduce the bending time and maintenance time of any such form to the next smaller action, to a minimum of Swift. A full-round action becomes a standard action becomes a move action becomes a swift action. However, some forms have their own rules on quickening, either allowing you to quicken them at less of a cost, or sometimes not at all. These special rules will be contained in their description.

Forms with a Maintenance Action require you to spend at least that much effort a round focusing on the form to keep it from ending. Maintenance Actions can be quickened unless the form's description states otherwise, as you must make another bending check each time a form calls for a Maintenance Action.

Combining Seed FormsYou may combine various Seed Forms; creative use of the element is important to the application of bending. Using a single Seed Form is often very useful or powerful in its own right, and can continue to be so at later levels by advancing the seed's effects. However, in situations when

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two of your known Seed Forms are compatible with each other, they can be executed in conjunction with the your other abilities, creating an Advanced Form. Doing so uses the longer bending time of the two Seed Forms, and has a difficulty class equal to the two base forms added together, minus four. Only one of the two forms involved may be augmented. Templates may be added as normal.

The intention of Advanced Forms is to replicate effects that are logically feasible for a bender of an appropriate skill level to perform, but simply are not modeled in the Seed Forms, either due to creator oversight or because the technique was dubbed to be a combination. It should therefore be stressed that players and DMs are intended to cooperate to determine what combinations of bending seeds are appropriate in a given game. Many combinations are possible, so be creative!

ConcentrationTo bend some forms, you must concentrate. If something threatens to interrupt your concentration while you're bending a form, you must succeed on a Concentration check or lose the form. The more distracting the interruption and the higher the level of the form that you are trying to bend, the higher the DC. (Higher-level meditation forms require more mental effort.) The following rules only apply to forms with a Meditation component.

Injury: Getting hurt or being affected by hostile effects while trying to bend a form can break your concentration and ruin a form. If you take damage while trying to bend a form, you must make a Concentration check (DC 10 + points of damage taken + ¼ the DC of the form). The interrupting event strikes during activation if it occurs between when you start and when you complete bending a form (for a form with a bending time of 1 round or longer) or if it comes in response to your bending the form (such as an attack of opportunity provoked by the bending of the form or a contingent attack from a readied action).

If you are taking continuous damage half the damage is considered to take place while you are bending a form. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + ¼ the DC of the form). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

Repeated damage does not count as continuous damage.

Grappling or Pinned: To bend a form while grappling or pinned, you must make a Concentration check (DC 20 + ¼ the DC of the form) or lose the form.

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + ¼ the DC of the form) or lose the form.

Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + ¼ the DC of the form) or lose the form. Extremely severe conditions, like being in a tornado or earthquake, can increase the DC further.

Violent Weather: If you are in a high wind carrying blinding rain or sleet, the DC is 5 + ¼ the DC of the form. If you are in wind-driven hail, dust, or debris, the DC is 10 + ¼ the DC of the form. In either case, you lose the form if you fail the Concentration check.

Bending Forms on the Defensive: If you want to bend a form without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + ¼ the DC of the form) to succeed. If you fail, you do not lose the form, but you are subject to attacks of opportunity which may disrupt the form.

Bender Level and Bender SkillThe variables of a form's effect sometimes depend on its bender level, which is equal to your total bender class levels + ½ your levels in all other classes, and can never exceed your character level.

More often, your bender skill is used. The bender skill roll has a basic modifier equal to your total bender class levels + ½ your levels in all other classes + your Wisdom modifier, and there are many methods available to improve your bender skill. Bender Skill is not a normal skill (it is not a valid subject for Skill Focus, for example).

You may choose to take 10 on bending checks to execute a form, unless you are being threatened in combat when using a Meditation component form. You may also choose to take 20 on a single bending check by taking ten times the usual (non-quickened) amount of time to perform the check. Standard, move, and swift actions are considered to be three seconds long for this purpose. You can never take 20 on a maintenance check.

Form FailureIf you try to bend a form in conditions where the characteristics of the form (range, area, and so on) cannot

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be made to conform, the activation fails. Forms also fail if your concentration is broken (see Concentration, above) or if you cannot make the difficulty class.

OverbendingUpon failing a bending check, you have a choice to go ahead and do the action for which your rolled anyway. This is known as overbending and can range from strenuous to lethal, depending on the scope of what you are trying to do, as shown on the table below. All effects stack with those of lower level effects.

Failed By Effect

1-5 1 Constitution Damage, Fatigue

6-9 1 Constitution Damage (2 total), Exhaustion

10-14 2 Constitution Damage (4 total)

15-19 4 Constitution Damage (8 total), Unconsciousness

+5 x2 Constitution Damage

You can only overbend a number of points equal to your bender level.

If you are rendered unconscious by overbending, you may make a DC 20 Will save to wake up after four hours, with an additional attempt every hour thereafter. After eight hours, you automatically wake up, but are exhausted.

Creatures immune to fatigue, exhaustion or Constitution damage cannot overbend. If this immunity is granted by a dismissable, harmless effect, they may dismiss this immunity as a free action in order to overbend.

Cooperative BendingIn certain circumstances, multiple benders can work together to accomplish larger and more powerful feats of bending.

Organization and Action: In any cooperative bending attempt, one bender (usually the highest-level bender, but any bender can be selected) acts as the primary bender for the attempt. All benders involved must know at least one of the seed forms in the form being attempted.

Up to five benders can assist in the cooperative bending attempt. In order to participate in a cooperative bending attempt, all secondary benders must be within 30 feet of the primary bender and must use consecutive full-round actions to assist the primary bender until the form's bending time has been completed. A form takes at least one round to execute when cooperative bending; this

cannot be quickened.

Check and Benefit: Each secondary bender who meets or exceed the form's base DC grants the primary bender a +3 bonus to her Bending Skill check and a +1 bonus to her Effective Bender Level for the purposes of this check. Then the primary bender must succeed on the Bending Skill check to perform the combined form. Failure means the form does not activate. You can take 10 or 20 on a Cooperative Bending attempt as long as you meet the usual requirements.

Benders of multiple disciplines can bend cooperatively together, but only if the substance to be manipulated contains bendable material for all participants. For example, a waterbender and an earthbender can work together to bend mud (containing both water and earth).

Contested BendingIf you attempt to take control of a mass of an element already under another bender's control, you must make an opposed bending skill check. As the challenger, you take a -5 penalty to your bending skill check. In order to gain control of the element, you must beat your opponent's bending skill check. In the case of a tie, the challenger loses. You can never take 10 or 20 on a Contested Bending attempt.

Benders of multiple disciplines can contest against each other, but only if the substance to be manipulated contains bendable material for both participants. For example, a firebender and an airbender can vie against each other to take control of a firestorm.

If you wish to take control of an element under a spellcaster or manifester's control, the spellcaster substitutes a check to overcome spell resistance in place of a bending skill check, even if the spell does not ordinarily allow spell resistance.

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FFORMORM D DESCRIPTIONSESCRIPTIONS

The description of each form is presented in a standard format. Each category of information is explained and defined below.

NameThe first line of every form description gives the name by which the form is generally known. A form may be known by other names in some locales, and specific benders may have names of their own for their forms. The wording in parentheses indicates what type of form it is.

Difficulty ClassBeneath the form name is a line giving the difficulty class of the form, unaugmented and unaltered. Benders may choose to take 10 on any bending check, unless being threatened in combat with a Meditation component form.

ComponentsThis line describes the basic components of the bending form. More about components is explained under "Bending Overview."

Bending TimeThe amount of effort and time required to bend a form. Most forms have a bending time of a full-round action or less. A form that takes 1 round to bend requires a full-round action. It comes into effect just before the beginning of your turn in the round after you began bending the form. You then act normally after the form is completed.

A form that takes 1 minute to bend comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are bending a form as a full-round action, as noted above for 1-round bending times). These actions must be consecutive and uninterrupted, or the form fails.

When you use a form that takes 1 round or longer to bend and has the Meditation component, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the bending time is complete, the form fails.

A form with a bending time of "Ranged Attack" or "Melee Attack" means that the form can be substituted for a normal Ranged or Melee attack, even in special cases like an Attack of Opportunity (but not a Martial Maneuver, Spell, or Bending Form.) For purposes of

quickening, it is considered to be a standard action.

Maintenance ActionThe amount of effort and time required to maintain a form after the initial activation.

RangeA form's range indicates how far from you it can reach, as defined in the Range entry of the form description. A form's range is the maximum distance from you that the form's effect can occur, as well as the maximum distance at which you can designate the form's point of origin. If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include the following.

Personal: The form affects only you.

Touch: You must touch a creature or object to affect it. A touch form that deals damage can score a critical hit just as a weapon can. A touch form threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch forms allow you to touch multiple targets. You can touch as many willing targets as you can reach, but all targets of the form must be touched in the same round that you bend the form.

Melee: The form is initiated with a melee attack, either an unarmed strike or a weapon.

Range Expressed in Feet: Exactly what it says.

Aiming a FormYou must make some choice about whom the form is to affect or where the form's effect is to originate, depending on the type of power. The next entry in a form description defines the form's target (or targets), its effect, or its area as appropriate.

Target or targets: Some forms have a target or targets. You bend these forms on creatures or objects, as defined by the form itself. You must be able to see or touch the target, and you must specifically choose that target. However, you do not have to select your target until you finish bending the form.

If you bend a targeted form on the wrong type of target the form has no effect. If the target of a form is yourself (the form description has a line that reads "Target: You"), you do not receive a saving throw. The Saving Throw line

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is omitted from such forms.

Some forms can be bended only on willing targets. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. The Saving Throw line is usually omitted from such forms, since only willing subjects can be targeted.

Effect: Some forms create things rather than affect things that are already present. Unless otherwise noted in the form description, you must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, it can move regardless of the form's range once created.

Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted form. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you're aiming at.

If a ray form has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.

If a ray form deals damage, you can score a critical hit just as if it were a weapon. A ray form threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.

Spread: Some effects spread out from a point of origin (which may be a grid intersection, or may be the bender) to a distance described in the form. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the effect may take. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect (unless the effect is centered on you), but you need not have line of effect (see below) to all portions of the effect.

(S) Shapeable: If an Effect line ends with "(S)" you can shape the form. A shaped effect can have no dimension smaller than 10 feet.

Area: Some forms affect an area. Sometimes a form description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the form originates, but otherwise you usually don't control which creatures or objects the form affects. The point of origin of a form that affects an area is always a grid intersection. When determining whether a given creature is within the area of a form, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

You can count diagonally across a square, but every second diagonal counts as 2 squares of distance. If the far edge of a square is within the form's area, anything within that square is within the form's area. If the form's area touches only the near edge of a square, however, anything within that square is unaffected by the form.

Burst, Emanation, or Spread: Most forms that affect an area function as a burst, an emanation, or a spread. In each case, you select the form's point of origin and measure its effect from that point. A burst form affects whatever it catches in its area, even including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst forms are specifically described as cone-shaped.

A burst's area defines how far from the point of origin the form's effect extends.

An emanation form functions like a burst form, except that the effect continues to radiate from the point of origin for the duration of the form.

A spread form spreads out like a burst but can turn corners. You select the point of origin, and the form spreads out a given distance in all directions. Figure the area the form effect fills by taking into account any turns the effect takes.

Cone, Line, or Sphere: Most forms that affect an area have a particular shape, such as a cone, line, or sphere. A cone-

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shaped form shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.

A line-shaped form shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped form affects all creatures in squares that the line passes through or touches.

A sphere-shaped form expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.

Other: A form can have a unique area, as defined in its description.

Line of Effect: A line of effect is a straight, unblocked path that indicates what a form can affect. A solid barrier cancels a line of effect, but it is not blocked by fog, darkness, and other factors that limit normal sight. You must have a clear line of effect to any target that you bend a form on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any form you bend.

A burst, cone, or emanation form affects only an area, creatures, or objects to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, or an emanation's point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a form's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for the purpose of determining a form's line of effect.

DurationA form's Duration line tells you how long the form lasts. Form durations are usually Instantaneous or Concentration, due to the manipulative rather than creative nature of bending.

Timed Durations: When the time is up, the spiritual energy sustaining the effect fades, and the form ends. If a form's duration is variable it is rolled secretly.

Instantaneous: The form's energy comes and goes the instant the form is bended, though the consequences might be long-lasting.

Permanent: The energy remains as long as the effect does. This means the form is vulnerable to dispel magic. This is exceptionally rare in bending.

Concentration: The form lasts as long as you concentrate on it. Concentrating to maintain a form has an action defined per each form, and provokes an attack of opportunity if it has the Meditation component. Anything that could break your concentration when bending a form can also break your concentration while you're maintaining one, causing the form to end. You can bend a form while concentrating on another one; your concentration is limited only by the number of actions available to you in a round. Some forms may last for a short time after you cease concentrating. In such a case, the form keeps going for the given length of time after you stop concentrating, but no longer. Otherwise, you must concentrate to maintain the form, but you can't maintain it for more than a stated duration in any event. If a target moves out of range, the form reacts as if your concentration had been broken.

Subjects, Effects, and Areas: If the form affects creatures directly the result travels with the subjects for the form's duration. If the form creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the form affects an area then the form stays with that area for its duration. Creatures become subject to the form when they enter the area and are no longer subject to it when they leave.

Touch Forms and Holding the Charge: Unlike spells, you typically cannot hold a Touch Form's charge. You can touch one friend (or yourself) as a standard action or as many as six friends within range as a full round action.

Discharge: Occasionally a form lasts for a set duration or until triggered or discharged.

(D) Dismissible: If the Duration line ends with "(D)," you can dismiss the form at will. You must be within range of the form's effect and must mentally will the dismissal, which causes the same display as when you first bended the form. Dismissing a form is a standard action that does not provoke attacks of opportunity. A form that depends on concentration is dismissable by its very nature, and dismissing it does not take an action, since all you have to do to end the form is to stop concentrating on your turn.

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Saving ThrowsOften a harmful form allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw line in a form description defines which type of saving throw the form allows and describes how saving throws against the form work. If no saving throw is allowed, no line is listed.

Negates: The form has no effect on a subject that makes a successful saving throw.

Partial: The form causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed).

Half: The form deals damage, and a successful saving throw halves the damage taken (round down).

(object): The form can be bended on objects, which receive saving throws only if they attended (held, worn, grasped, or the like) by a creature resisting the form, in which case the object uses the creature's saving throw bonus unless its own bonus is greater. (This notation does not mean that a form can be bended only on objects. Some forms of this sort can be bended on creatures or objects.)

(harmless): The form is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Saving Throw Difficulty Class: A saving throw against your form has a difficulty class of (10+½Bender Level+Wisdom Modifier).

Succeeding on a Saving Throw: A creature that successfully saves against a form that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted form you sense that the form has failed. You do not sense when creatures succeed on saves against effect and area forms.

Failing a Saving Throw against Mind-Affecting forms: If you fail your save, you are unaware that you have been affected by a form.

Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the form may deal damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success.

Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a form's result.

Items Surviving after a Saving Throw: Unless the descriptive text for the form specifies otherwise, all items carried or worn by a creature are assumed to survive a bending attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to the below table:

Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form or take whatever damage the attack deals.

Order* Item

1st Shield

2nd Armor

3rd Magic helmet

4th Item in hand

5th Magic cloak

6th Stowed weapon

7th Magic bracers

8th Magic clothing

9th Magic jewelry

10th Anything else

* In order of likeliness to be affected

Descriptive TextThis portion of a form description details what the form does and how it works. If one of the previous lines in the description included "see text," this is where the explanation is found. If the form you're reading about is based on another form you might have to refer to a different form for the "see text" information.

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LLISTIST OFOF B BASICASIC F FORMSORMS

AAIRBENDINGIRBENDINGAir is the element of freedom, advanced by those who seek liberty. Airbenders are almost never without their element, like Earthbenders, but the transparent nature of air requires their sense of perception, leading Airbenders to consider a problem from many different angles. After all, if the essential element which they control and benefit from is impossible to see, what else could be missed?

Undisciplined airbenders often turn this mental agility into mental evasiveness. Looking at a problem from too many different angles can sometimes be an excuse to not examine it at all. This problem sometimes extends to their fighting style as well. The most kinetic of benders, along with Fire, Air is an actively defensive art. Where Water seeks to turn the opponent's energy against itself, Fire makes opportunities to strike, and Earth waits to make a move, Air attempts to trick and deceive the opponent into leading to their own demise.

Agitate Dust (Seed)Difficulty Class: 15Components: SomaticBending Time: Full-round actionMaintenance Action: Move action (Darken)Range: 30 ft.Area: 20-ft wide, 5-ft high cylinder spread (Darken)Target: One creature (Dirt Spray)Duration: See text.Saving Throw: Reflex negates (Dirt Spray)

This stance initiates two different forms.

Darken: Using your airbending, you agitate the loose particles of dirt on the ground. You disperse copious amounts of sand or loosely packed dirt into the air or water. The cloud obscures all sight, including darkvision, beyond 5 feet - creatures with a radar-like blindsense (such as Touchsight) are no better off, though other forms of blindsense and tremorsense work as normal.

An affected creature within 5 feet of an attacker has concealment (attacks have a 20% miss chance); creatures farther away gain total concealment (50% miss chance, and the attacker can't use sight to locate the target).

This cloud normally lasts for one round after you cease

concentration; a severe wind prevents the cloud from forming. You cannot use this ability underwater.

Earth Required: A quarter-inch coating of sand or dirt over the area to be affected, or five gallons per five-foot radius.

Augment : - For every two points you use from your augment pool, you can increase the height of the cylinder by five feet.- For every four points you use from your augment pool, you can increase the width of the cylinder by five feet.

Dirt Spray: By aiming a spray of sand or dust at an opponent's eyes, you can try to temporarily blind the creature. A creature who fails their Reflex save becomes blind for the next round. Creatures with completely enclosed helmets or eyes and those without normal sight are unaffected by this form.

Earth Required: A handful of sand or loosely packed dirt.

Augment:- For every five points you use from your augment pool, you can increase the duration of Blind by one round.- For every five points that you exceed the difficulty class, you deal 1d6 slashing damage with a successful attack. Reflex negates.

Air Blast (Fundamental Seed)Difficulty Class: 5Components: SomaticBending Time: Ranged attack.Range: 60 ft.Effect: RayDuration: Instantaneous

The first offensive ability you learn as an airbender. Whenever you would be granted a ranged attack, you may use an Air Blast instead, including as part of a full attack action, or feats like Shot on the Run. This attack deals 1d6 damage, increasing by an additional 1d6 damage for every six Bender Levels that you have. This damage may either be non-lethal bludgeoning damage, or lethal sonic damage, at your option.

Augment:- By using five points of your augment pool, you can perform this form as part of a standard melee attack on the same target.- For every five points you use from your augment pool, you gain a +2 bonus to your bull rush attempt.

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- By using five points of your augment pool, you can initiate bull rush attacks with successful Air Blast strikes. Anyone struck by the attack (or who fails their save, if this ability is made to require a save instead) is subject to a bull rush attempt by the attack, using your scores and modifiers (although not limited by your movement). You gain a bonus to this bull rush check equal to half your Bender Level. If you fail the attempt, you are not subject to any reactive rolls or effects.

Air Scooter (Seed)Difficulty Class: 10Components: MeditationBending Time: Move actionMaintenance Action: Move actionRange: PersonalEffect: Balancing orb of wind beneath your feetDuration: Concentration

You create a tumultuous, spinning orb of air to ride. By balancing on the ball of air, you attain great speed and maneuverability. It has a land speed equal of 60 ft, and the ball floats a few inches above the surface. While riding the Air Scooter, you may ignore any movement penalties for difficult terrain. Even walls and pools of lava are no impediment - the Air Scooter can climb up vertical surfaces as long as it moves at least 30 ft per round.

The Air Scooter can also traverse normally impossible surfaces, such as water, lava, or thin ice at no penalty. It has a flight speed equal to its land speed with a perfect maneuverability, but can only fly or hover for three consecutive rounds.

If struck, you must make a DC 10+(½Damage) Balance check or be knocked off. While riding the Air Scooter, you are considered to be mounted for all purposes, though you do not have to make a Concentration check to bend while using this form. If you dismount for any reason, it immediately dissipates.

Augment:- By using twenty points of your augment pool, you can maintain this form as a free action.- For every five points that you use from your augment pool, the Air Scooter has an additional 5 feet of movement speed.- For every three points that you exceed the difficulty class, you gain a +1 bonus to your Balance check while riding the Air Scooter.

Breathstealer (Seed)Difficulty Class: 30Bending Time: Full-round actionRange: 30 ft.Target: One breathing creatureDuration: See textSaving Throw: Fortitude negates; see text

You reach inside the subject's body through an opening and rip out their store of oxygen or other vital gas. If the target succeeds on a Fort save when the form is activated, it is unaffected; if it fails, it can still continue to breathe by taking a standard action in each round to gasp for air. After two rounds in which it takes a standard action to breathe, the creature regains normal breath.

An affected creature can attempt to take actions normally instead, but each round it does so, beginning in the round when it failed its initial save, the subject risks blacking out from lack of oxygen. It must succeed on another Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.

If a subject fails one of the subsequent (not the initial) saves, it is rendered unconscious for the next 1d10 minutes, or until healed or given first aid, and the form ends. They are not injured in any way otherwise, although a helpless target who fails their subsequent saves against this form is immediately killed.

Augment:- For every three points you use from your augment pool, the saving throw DC for this form increases by one.- For every five points you use from your augment pool, the target must gasp for an air an additional round before the form ends.- For every ten points you use from your augment pool, you can perform this form on an additional target.

Control Winds (Seed)Difficulty Class: See TextComponents: MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 60 ft.Area: Cone-shaped spread of windDuration: Concentration + one round

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You begin to change the wind speed in a 60-ft. cone in front of you. (See Table: Wind Effects in the Dungeon Master's Guide.) You may choose to make these winds as strong - or as gentle - as you are capable of controlling. If the winds already present in the area are stronger than you can control, this form fails.

Wind Strength Base DC

Light 0

Moderate 5

Strong 10

Severe 20

Windstorm 35

Hurricane 55

Tornado 80

One round after you cease to focus on the winds, they begin returning to their natural state.

Augment:- By using ten points of your augment pool, you can change this form's area to a 20-ft radius centered on you.

Flowing Air Strike (Seed)Difficulty Class: 10Components: SomaticBending Time: Swift actionMaintenance Action: Swift actionRange: PersonalTarget: SelfDuration: Concentration

You improve your combat rhythm and timing, allowing you to strike harder and faster. For the duration of this form, you gain a +1 bonus to your melee attacks and damage with light or one-handed weapons for every three Bender Levels you possess.

Augment:- For every five points you use from your augment pool, your melee attacks with light or one-handed weapons ignore 10% miss chance due to concealment or other effects.

Funnel (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Move actionRange: 60 ft.

Area: Cylindrical burst (5-ft radius, 20 ft. long) originating within 20 feet.Effect: Horizontal or vertical line of rushing winds.Duration: ConcentrationSaving Throw: Reflex negates

Target a single square within 20 feet (including your own.) You shoot huge amounts of wind originating from that square. Creatures caught in Funnel are allowed a Reflex save to move to an adjacent space safely. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

When fired and while maintained, Funnel initiates a bull rush with every creature in its area; it is considered to be a creature of Medium size. You gain a bonus to this bull rush check equal to your Bender Level. You gain a +2 synergy bonus and an additional attempt for every additional funnel simultaneously trying to push the subject in that direction. If they are knocked back at least ten feet, they are knocked prone.

Subjects affected take 4d6 non-lethal bludgeoning or lethal piercing damage (your option) every round that they remain in the funnel, and are considered checked (unable to move forward) against movement in that direction. If trapped against a wall or other solid surface by Funnel, they are considered to be checked against movement in all directions. If suspended in mid-air by Funnel, subjects do not take on-going damage. Every round, the subjects are granted a new Reflex save to escape to an adjacent space.

As a free action, you may instead opt for Funnel to fire at lower pressure; in this case, it deals no damage and creatures in the funnel's path are gently pushed to the end of the line's effect. If you originate this attack from your square and shoot upwards, for example, you can propel yourself upwards twenty feet.

You can only move or bull rush a creature if at least half of the squares they occupy on one face are covered by air funnels. Attacking through a funnel in either direction grants total concealment.

Augment:- For every four points that you exceed the difficulty class, you deal an additional 1d6 damage with one cylinder.- For every five points you use from your augment pool, the length of your cylinders increase by 10 ft.- For every fourteen points you use from your augment pool, you can create and maintain an additional cylinder.

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Hand of Wind (Fundamental Seed)Difficulty Class: 5Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Standard actionRange: 60 ft.Target: Object or creature up to 5 lbs per Bender Level.Duration: ConcentrationSaving Throw: Fortitude negates (see text)

You move a single object as long as it is within the weight limit. You can take a maintenance action to suspend an object in mid-air between rounds. You move the targeted object up to 30 ft in a round. Subjects can be hurled outside of the range of the form, due to momentum, though you lose control over them.

A number of small objects within the same square can be moved as one, provided they fit in the weight category. They deal damage as a single large object.

When hurled, you must succeed on a single attack roll to hit the target with the weight, using your base attack bonus + your Wisdom modifier. When thrusting, you do not have specific control over the way an object is thrown, so its inherent lethality doesn't come into play. Hard, dense objects deal 1d6 points of damage per 10 lbs. Other objects may deal as little as 1 point per 10 lbs.

Creatures who fall within the weight capacity of the form can be hurled, but they are allowed Fortitude saves to negate the effect, as are those whose held possessions are targeted by the form. A hurled creature takes damage and deals damage to its target; an unarmored human may deal and take only 1d3 damage per 10 lbs. One in spiked armor may deal and take up to 1d6 damage per 10 lbs.

You may not target yourself with this form.

Augment:- For every two points you use from your augment pool, you can move an additional 5 pounds of weight.- For every two points you use from your augment pool, you can move objects 5 feet farther.

Heavenly Stride (Seed)Difficulty Class: 20Components: SomaticBending Time: Varies; see text.Maintenance Action: Swift action (Windrunner)Range: Personal

Target: SelfDuration: Instantaneous (Cloudwalker); Concentration (Windrunner)This stance initiates two different forms.

Cloudwalker: As a full-round action, make a Jump check. Add your Bending check to the result. You are always considered to be running for this jump. The distance you jump in a round is not limited by your movement.

Windrunner: When you use the charge, run or double move action, you gain a +10 circumstance bonus to your land and air movement speed. For every consecutive run or double move thereafter, you gain an additional +5 bonus, to a maximum of +20.

Augment:- For every point you exceed the base difficulty class, your maximum speed increases by 5 feet.

Hurricane Breath (Template)Difficulty Class: 15Components: Not SomaticBending Time: Move action at least; can be quickened.Range: PersonalTarget: SelfDuration: See text.

This template can be applied to any airbending form. You breathe air, and thus, it can be used to airbend in new ways. You take a deep breath to inhale and center your thoughts. Your airbending form gains your Constitution modifier as a bonus to the bending check and is performed with no somatic components, issuing from your mouth instead.

Even if you are not surrounded by air (such as if you are in a vacuum, or underwater), Hurricane Breath grants you enough air to perform a targeted airbending attack, though you will need to breathe within the next round.

Levitation (Seed)Difficulty Class: 15Components: SomaticBending Time: Standard actionMaintenance Action: Free actionRange: PersonalTarget: SelfDuration: ConcentrationThis stance initiates two forms.

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Hover: You create rushing winds around your entire body, slowly lifting you into the air. You gain a flight speed of 0 ft, with perfect maneuverability. (Allowing you to move 5 feet as a full-round action.)

Flying with this form while attacking makes you unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows you to begin again at -1.

Augment:- For every three points you use from your augment pool, you gain an additional five feet of movement speed.- By exceeding the difficulty class by fifteen points, you no longer take a penalty to attack rolls while using this form.

Twinkletoes: By pushing the air currents around you to support your weight, you become light on your feet. You weigh half as much as usual, gain concealment against tremorsense, and a bonus to Balance, Jump, Move Silently and Tumble checks equal to half your Bender Level.

Augment:- By using twelve points of your augment pool, you gain total concealment against ground-based tremorsense.

Puppet (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 30 ft.Target: One Medium or smaller Air creature.Duration: ConcentrationSaving Throw: Fortitude Negates

You can attempt to control a pre-existing creature with the [Air] subtype that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, bend, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to

Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus.

Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions (such as manifesting powers, or bending without Somatic components) can do so.

Every round past the first that you maintain this seed, you take a cumulative -1 penalty to all bending checks.

Augment:- For every four points you use from your augment pool, you can affect one creature one size category larger.- For every eight points you use from your augment pool, you can control an additional creature at once.

Shockwave (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: Standard actionRange: 15 ft.Area: 15-ft cone burst originating from youDuration: InstantaneousSaving Throw: Reflex half, Fortitude negates (see text)

You slice with your hands or your weapon, creating a brutally quick shockwave before you. Subjects inside the area must make a Reflex save or take 1d4 sonic damage per Bender Level. On a successful save, they only take half of this damage.

Those who fail their Reflex save are subject to a Fortitude save. Failure means they are pushed back five feet.

Augment:- For every two points you use from your augment pool, the cone becomes five feet longer.- For every five points you use from your augment pool, you knockback subjects an additional five feet, to a maximum of Shockwave's range.- For every seven points you use from your augment pool, the saving throw DC of this form increases by one.- For every seven points that you exceed the base difficulty class, the size of the damage dice increases by one.

Somersault (Seed)Difficulty Class: 20Components: SomaticBending Time: Immediate actionRange: PersonalTarget: Self

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Duration: Instantaneous

You may make a DC 16 Tumble check. If you succeed, you somersault over an adjacent medium-sized creature or object's head to an empty square adjacent to them that is within 15 feet of you. You are also granted an attack of opportunity against them. For every size category that the creature exceeds Medium, the Tumble DC increases by 4.

Augment:- For every four points that you exceed the base difficulty class, you gain a +1 bonus to your attack roll.- By using ten points from your augment pool, you deal an extra 1d3 points of damage per Bender Level if the attack succeeds.

Soundbending (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Swift action (Wind Whisper)Range: 60 ft.Area: 10-ft. radiusDuration: ConcentrationSaving Throw: Fortitude partial (Thundercrack)This stance initiates two different forms.

Thundercrack: A gigantic peal of thunder echoes through the area, dealing 1d4 sonic damage, no save. Affected creatures must make a Fortitude save or be deafened for 1d4 rounds.

Augment:- For every three points you use from your augment pool, you do an extra 2d4 damage with this attack.

Wind Whisper: By manipulating the air currents, you can shape and alter existing sounds. Target one area. Noise within a ten foot radius of the area is either muffled or magnified, granting a +4 circumstance penalty or bonus (respectively) on Listen checks for those sounds. You can move the area at will.

Augment:- For every point you use from your augment pool, the penalty or bonus increases by another point.- By using ten points from your augment pool, the maintenance action for this form becomes a free action.

Twister (Seed)Difficulty Class: 35Components: Somatic, Meditation

Bending Time: One roundMaintenance Action: Full-round actionRange: 90 ft.Area: 5-ft. wide, 60-ft. high cylindrical spreadDuration: ConcentrationSaving Throw: Reflex negates

By manipulating air currents into a tight spiral, you summon a focused windstorm. This form creates a cylinder of wind anywhere within range, which can be moved 40 feet per round. It immediately ceases movement for the round after successfully striking a target.

Creatures sharing a space with the twister must make a Reflex save to move to an adjacent space and escape the twister. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain is difficult to pass through) but make their save, they end up prone in the adjacent space.

Those who fail are flung out from the top of the cylinder 60 feet away in a direction of your choosing, taking 1d8 damage per Bender Level, as well as falling damage if applicable. If the subject strikes a wall, they take falling damage as though from 60 feet, and also deal that damage to the wall. Huge or larger creatures are not thrown by the Twister, but are incapable of moving for the round.

Attacking through a twister is impossible – it is effectively a solid barrier.

If the area the twister is summoned in is not at least 120 feet high and 400 feet wide, this form fails due to insufficient air.

Augment:- For every ten points that you use from your augment pool, the twister doubles in width, allowing it to throw creatures one size category larger.

Wind Barrier (Seed)Difficulty Class: 30Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Swift actionRange: 30 ft.Effect: 10-ft.-radius sphereDuration: ConcentrationSaving Throw: Reflex negates

You create a whirling, rushing barrier of wind around yourself or another creature, provided that the subject is small enough to fit within the diameter of the sphere. This

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sphere has no hardness, and has 10 Hit Points per Bender Level. It has Fast Healing equal to its HP, meaning that it must take its HP worth of damage in one round to dissipate. The wind barrier does not halve any damage type used against it.

Subjects in the area get a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

When centered on you, the barrier moves with you.

Augment:- For every two points you use from your augment pool, the wall increases by an additional five-foot square.- By using five points of your augment pool,, you can make a weaker sphere in your space or an ally's space within range as an immediate Action. This sphere grants the target total concealment against all area attacks for one round, but is too weak to deflect a direct attack.

Wind Burst (Seed)Difficulty Class: 15Components: SomaticBending Time: Standard actionRange: 5 ft.Area: 5-ft radius burst centered on you Duration: InstantaneousSaving Throw: Reflex half

The air around you explodes in a circular burst. Creatures within the area must make a Reflex save or take 1d4 bludgeoning damage. Subjects that fail their save are subject to a bull rush attempt by the attack, using your scores and modifiers (although not limited by your movement). Use your Wisdom score in place of your Strength score for this attempt. If you fail the attempt, you are not subject to any reactive rolls or effects.

Augment:- For every two points you use from your augment pool, you deal an additional 1d4 damage.- For every four points you use from your augment pool, the radius increases by 5 feet.- For every two points that you exceed the base difficulty class, you gain a +1 bonus to your Bull Rush attempt with this form.

EEARTHBENDINGARTHBENDINGEarth is the element of substance, used by those who are persistent and enduring. Earthbenders are the most visibly surrounded by their element, and the quickest to be bewildered when without it, though those who have learned to wait and listen properly know that they have far from lost. Patience and speed in equal parts are key.

Most Earthbenders are unable to bend metal and often have difficulty with either sand or solid rock, depending on their training environment when first starting out. Their stances depend on being deeply rooted to the ground, and though they move when necessary, most prefer doing so in straight lines and on the ground.

Armor (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: Full-round actionMaintenance Action: Free actionRange: PersonalTarget: SelfDuration: Concentration

Small bits of rubble or sand rise up and affix themselves to you, completely covering you. This armor moves with you and shields you from harm, granting you a +4 bonus to your Natural Armor, but affects you as though you were wearing Medium Armor. The bonus to Natural Armor increases by one point every 4 Bender Levels. You cannot use this ability while wearing Medium or heavier armor.

Augment:- For every point you use from your augment pool, you gain 1 point of Fire, Cold, Acid and Electricity resistance.- For every two points you use from your augment pool, you gain 1/- Damage Reduction. This stacks with any existing /- Damage Reduction you possess.

Boulder Toss (Seed)Difficulty Class: 30Components: Somatic, MeditationBending Time: Standard actionRange: 30 ft.Effect: RayDuration: InstantaneousYou hurl a gigantic boulder at the target. Make a ranged attack roll, ignoring all miss chance effects. If you hit, you deal 1d8 damage per Bender Level and the target is subjected to a bull rush attack. If you fail, you are not

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subject to any reactive rolls or effects. You gain a bonus on this bull rush attempt equal to your Bender Level.

This ability cannot be quickened to a Swift Action.

Earth Required: At least 200 lbs. of solid rock or crystal.

Augment:- For every six points you use from your augment pool, you can simultaneously attack an adjacent target to the first. This can be accomplished by 'bouncing' the boulder, splitting it in two, firing two at once, or other ways.

Catapult (Seed)Difficulty Class: 15Components: SomaticBending Time: Standard actionRange: 20 ft.Area: One 5-ft square atop packed earth, crystal or rock.Saving Throw: Reflex negates

You violently thrust up the earth beneath someone's feet, sending them flying into another square of your choice up to 10 feet away in any direction (including up). The targeted square becomes difficult terrain. Affected subjects take falling damage as normal.

Augment:- For every three points you use from your augment pool, you can move the target 5 feet farther. For every 10 feet added in this fashion, you deal 1d6 damage to the target.- For every four points you use from your augment pool, you can target an additional adjacent five-foot square.

Density (Seed)Difficulty Class: Varies; see textComponents: Somatic, MeditationBending Time: Full-round actionRange: 20 ft.Area: One 5-ft cube of earthen materials.Saving Throw: Fortitude negates (object), Reflex negates

You focus on a segment of earth, attempting to alter its density and properties to suit your needs.

Initial Condition

Quicksand, dust

Sand; Loose dirt

Packed dirt

Soft rock

Stone

Dense rock

Steps Changed At Once Base Difficulty Class

1 Step 10

2 Steps 30

3 Steps 50

4 Steps 70

5 Steps 90

While altering the condition of the earth one step at a time is easy, a flash density change can be extremely difficult.

If you attempt to surround a creature in rock or disperse the ground beneath them, they are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

A creature surrounded totally in rock is completely helpless and unable to breath, but has full cover against all attacks.

Earthen creatures and objects such as elementals can be altered with use of this form. Creatures are allowed a Fortitude Save against this effect. Affected creatures and rigid objects (such as a clay house) take 1d8 damage per step altered in this way.

Augment:- For every point you use from your augment pool, you may affect an additional square. This may be adjacent to another square you placed (even if the new square is out of your range), or anywhere else within your range.- By using ten points of your augment pool, you may perform Density on or in a cube of earth which you are standing inside without the use of Somatic components; this is accomplished via mental exertion.

Dirt Spray (Seed)Difficulty Class: 15Components: Somatic

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Bending Time: Standard actionRange: 30 ft. (Blind)Target: One creatureDuration: 1 roundSaving Throw: Reflex negates By aiming a spray of sand or dust at an opponent's eyes, you can try to temporarily blind the creature. A creature who fails their Reflex save becomes blind for the next round. Creatures with completely enclosed eyes and those without normal sight are unaffected by this form.

Earth Required: A handful of sand or loosely packed dirt. Not immediately recoverable.

Augment:- For every five points you use from your augment pool, you can increase the duration by one round.- For every five points that you exceed the difficulty class, you deal 1d6 slashing damage with a successful attack. Reflex negates.

Dust Cloud (Seed)Difficulty Class: See textComponents: SomaticBending Time: Full-round actionMaintenance Action: Move actionRange: 30 ft.Area: 20-ft wide, 5-ft high cylinder spreadDuration: Concentration + one minuteSaving Throw: Fortitude partial (objects; Sandswallow)This stance initiates two different forms.

Darken (DC 15): You disperse copious amounts of sand or loosely packed dirt into the air or water. The cloud obscures all sight, including darkvision, beyond 5 feet - even creatures with a radar-like blindsense (such as that created by Touchsight) are no better off, though other forms of blindsense and tremorsense work as normal.

An affected creature within 5 feet of an attacker has concealment (attacks have a 20% miss chance); creatures farther away gain total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind or water current disperses the cloud 4 rounds after you cease concentration, a strong wind or water current disperses the cloud in 1 round after you cease concentration, and a severe wind or water current prevents the cloud from even forming.

Earth Required: A quarter-inch coating of sand or loose dirt over the area to be affected, or five gallons per five-foot

radius. Not immediately recoverable.

Augment:- For every two points you use from your augment pool, you can increase the height of the cylinder by five feet.- For every four points you use from your augment pool, you can increase the width of the cylinder by five feet.

Sandswallow (DC 25): This application functions like Darken, but in addition to obscuring sight, the roiling sand and grit become thick and painful to move through. Creatures and objects inside can only move 10 feet a round at most, or take 2d6 damage for every additional 5 feet they moved. Sand also flies into their eyes, completely blinding them for a round. A successful Fortitude save negates the blinding effect and halves the damage.

A severe wind or water current disperses the cloud 4 rounds after you cease concentration, windstorms and rapids disperse the cloud in 1 round after you cease concentration, and hurricanes and riptides prevent the cloud from even forming.

Earth Required: An inch coating of sand or loose dirt over the area to be affected, or twenty gallons per five-foot radius. Not immediately recoverable.

Augment:- For every two points you use from your augment pool, you can increase the height of the cylinder by five feet.- For every four points you use from your augment pool, you can increase the width of the cylinder by five feet.- For every five points you use from your augment pool, you deal an additional 1d6 damage with Sandswallow.- By using ten points of your augment pool,, you can restrict safe movement to five feet a round.

Earth Blast (Fundamental Seed)Difficulty Class: 5Components: SomaticBending Time: Ranged attackRange: 60 ft.Effect: Ray

The first offensive ability you learn as an earthbender. Whenever you would be granted a ranged attack, you may use an Earth Blast instead, including as part of a full attack action, or feats like Shot on the Run. Each Earth Blast deals 1d6 piercing, slashing, or bludgeoning damage at your option, depending on the exact shape and composition of the earth used. This attack deals 1d6 damage, increasing by an additional 1d6 damage for every five Bender Levels that you have.

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Earth Required: 1 pint, approximately equivalent to a single rock. Not immediately recoverable. You may choose to use giant boulders instead, which move slower.

Augment:- By using five points of your augment pool, you do not provoke attacks of opportunity for using this ranged ability in a threatened square.- By using five points of your augment pool, you can perform this form as part of a standard melee attack on the same target, provided you have a quantity of earth in your hands, such as with a rock or the Armor form.

Earth Wall (Seed)Difficulty Class: 10Components: SomaticBending Time: Full-round actionRange: 30 ft.Area: Wall of four 5-ft square areas.Effect: Wall of earthen materialDuration: InstantaneousSaving Throw: Reflex negates

You cause a small wall of earth to shoot out of any earthen surface. No matter how long the wall becomes, all of the pieces bended with one use must be adjacent to one another. This wall is one inch thick per Bender Level, and its values vary depend on the material it is made out of.

Material Hardness HP/Inch-Thick

Sand, loose dirt 0 8*

Packed earth 3 5*

Soft stone, worked earth 10 5

Hard stone 15 8

Crystal 30 1

* This material is twice as thick

If you fire the wall into a square occupied by a creature, you decide which side the creature ends up on. The subject can make a Reflex save to choose for themselves.

It is possible, but difficult, to trap mobile opponents within or under a wall, provided the wall is shaped so it can hold the creatures. Creatures are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

Augment:- For every point you use from your augment pool, the wall increases by an additional five-foot square.- By using fifteen points of your augment pool, you can make a single five foot segment in your square as an Immediate Action. You must use this ability before your opponent declares what attack they are using; they must only state that they have targeted you. The wall immediately crumbles after blocking one attack.

Earth Wave (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: Full-round actionRange: 60 ft.Area: Eight adjacent 5-ft cubes of sand or loose earthen material.Duration: 1 round

You create a giant, fast-moving tidal wave by augmenting natural fluctuations. You pick any mass of sand within range and send it crashing forward 5 feet per Bender Level; even if the wave extends past your control or enters an anti-magic field, it keeps going due to momentum. Earth Wave can make two 45° turns, but no more.

Earth Wave initiates a bull rush with every creature it runs into, using your Wisdom score in place of a Strength score, and is considered to be a large creature; if the wave fails the bull rush and the target creature is smaller than it, it is considered to have overrun the creature instead. If the targeted creature was the same size category as the wave or larger, the wave stops there. You gain a bonus to this bull rush check equal to half your Bender Level.

If Earth Wave runs into a friendly creature (including you), you may opt to let them ride the wave at its crest until the wave ends, where they will be gently set down.

All creatures and objects hit by the wave take 1d6 points of bludgeoning damage.

Earth Required: 900 Gallons per 5-ft cube, not immediately recoverable.

Augment:- For every three points you use from your augment pool, you grant the wave a +1 bonus to its bull rush modifier.- For every six points that you exceed the difficulty class, you deal an additional 1d6 damage.- For every ten points you use from your augment pool, you can increase the wave's size category by 1, moving

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eight times as many cubes of earth. This increases its Strength by four points and gives it an additional four points to its Bull Rush modifier, for an overall increase of six points.- By using ten points of your augment pool,, you can use this ability with solid earth.

Earthsight (Seed)Difficulty Class: 25Components: MeditationBending Time: Move actionMaintenance Action: Move actionTarget: SelfEffect: TremorsenseDuration: Concentration + 1 round.

You gain Tremorsense (30 ft.) as long as you stand on a solid material. Loose material, such as sand, halves your tremorsense distance.

Augment:- For every two points you use from your augment pool, you gain another five feet of range to your tremorsense.- By using ten points of your augment pool,, you can maintain this ability as a free action.

Earthwalker (Seed)Difficulty Class: 15Components: SomaticBending Time: Full-round actionRange: 0 ft.Target: Self and one adjacent creature.Duration: InstantaneousSaving Throw: Reflex negates

You burrow up to 30 feet through the earth as though you had the Earth Glide special ability. You can bring along one adjacent creature of your size or smaller.

Augment:- For every five points you use from your augment pool, you can move another five feet.- For every five points you use from your augment pool, you can bring along another adjacent creature.

Golem (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 30 ft.Effect: Create an earthen creature

Duration: Concentration

You create a giant construct of earth. It appears where you designate and acts at your direction. The round that you cease maintenance, it collapses to the ground in a heap.

Golems are not summoned, but made and are not subject to effects that hedge out or otherwise target outsiders.

Earth Required:Size Category Weight

Medium or smaller 150 lbs.

Large 600 lbs.

Huge 2400 lbs.

Gargantuan 9600 lbs.

Colossal 38400 lbs.

This earth is not immediately recoverable.

Augment:- For every point that you exceed the difficulty class, your bender golem has an additional 3 hit points.- For every four points that you exceed the difficulty class, the level of the Golem increases by one.

Headcracker (Seed)Difficulty Class: 15Components: SomaticBending Time: Standard actionRange: MeleeTarget: One earth-containing creature or object

You find the bits of earth in the target - maybe a man or demon's calcified bones, or maybe a Tarrasque's mineral rich exoskeleton. Then you strike, ignoring barriers. Make an attack roll with your melee weapon. If you hit, your attack ignores damage reduction and hardness, and deals +1d6 damage.

Creatures and objects without significant blocks of earthen components, such as oozes, plants, wood, Iron Golems or fire elementals, are immune to this attack. (Though metal creatures and components can be affected with the Metalbend template.)

If you are playing a non-canon setting, plants and oozes actually have a lot of minerals in them, so consider broadening the targets.

Augment:- For every four points that you exceed the difficulty class,

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you deal an additional +1d6 damage with this attack.

Imprison (Seed)Difficulty Class: 25Components: SomaticBending Time: Full-round actionRange: 60 ft.Target: One Medium or smaller creature or objectDuration: InstantaneousSaving Throw: Reflex negates

With a gesture, the earth itself rises up to swallow your opponent as tendrils of clay wrap around their limbs. The subject takes 1d6 damage for every five Bender Levels you possess.

The target must make a Reflex save before the bonds solidify, or be trapped in a nearly unbreakable prison of earth. An imprisoned target is helpless, but also has total cover against all attacks. They can attempt a DC 25 Strength or Escape Artist check as a full-round action in order to escape their bonds. While imprisoned, a subject has five rounds worth of air before he begins to suffocate (as rules for drowning.)

Earth Required: 100 pounds.

Augment:- For every four points that you exceed the base difficulty class, you can affect creatures one size larger. This requires quadruple the amount of earth for each size increase.- For every five points you use from your augment pool, the skill DC to escape the sphere increases by two.

Metalbend (Template)Difficulty Class: +10Target: Metal objects and creatures

You can apply this template to any seed which requires or targets earth, such as Headcracker, Earthwalker, and Move Earth. You may control Iron, Steel, Adamantine, Mithral, Cold Iron, Quicksilver and all other standard metals in addition. In most seeds, metal typically adds 5 hardness and damage reduction compared to stone, though follow each metal's standard qualities for abilities like Shape Earth and Earth Wall.

Move Earth (Fundamental Seed)Difficulty Class: 5Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Standard action

Range: 60 ft.Area: 25 pounds of rock, crystal or tightly packed dirtDuration: ConcentrationSaving Throw: Fortitude negates (object), see text.

You shunt each controlled cube of earth up to ten feet in any horizontal direction. Double this distance when moving downwards, and halve it when moving upwards. At the end of your action, you can release the earth, letting it fall, or you can hold it in place. Holding the earth in place requires a maintenance action. Appropriately weighted earth creatures such as elementals can be moved with use of this seed.

SSANDBENDINGANDBENDING

In the show, we see examples of sandbenders, whose movements resemble those of airbenders. Toph is quite uncomfortable in the sandy desert, finding it much harder to work with than her familiar solid earth. Yet, by the end of the third season, she seems to have utterly mastered sand as though she had always bent with it.

For simplicity's sake, we have chosen to represent these qualities by making certain seeds much more useful for either a sand-dweller or normal earthbender to use, and certain seeds have an affinity for one type of material or another.

To go a step further, an (N)PC used to sandbending instead of rockbending might have an easier time using Move Earth and Shape Earth with sand than rock, rather than the default assumption that it's the other way around. The +5 DC increase is drastic for a low-level bender, and almost negligible for a grandmaster – as it should be. Toph almost certainly gained levels from Season 2 to Season 3.

Taking earth out of elementals or primarily earthen objects deals 1d8 damage per 25 pounds of earth you extract. Dropping rocks or throwing them at someone deals falling object damage as though from ten feet.You can attempt to wrest earthen items out of someone else's control; the subject gets a Reflex save to hold on to their item.

Augment:- For every three points that you exceed the base difficulty class, the distance you shunt earth increases by five feet.- By using five points of your augment pool,, you can move sand and loosely packed dirt instead.- For every two points you use from your augment pool, you can move an additional 25 pounds of earth.

Puppet (Seed)Difficulty Class: 20

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Components: Somatic, MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 30 ft.Target: One Medium or smaller Earth creature.Duration: ConcentrationSaving Throw: Fortitude Negates

You can attempt to control a pre-existing creature with the [Earth] subtype that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, bend, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus.

Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions (such as manifesting powers, or bending without Somatic components) can do so.

Every round past the first that you maintain this seed, you take a cumulative -1 penalty to all bending checks.

Augment:- For every four points you use from your augment pool, you can affect one creature one size category larger.- For every eight points you use from your augment pool, you can control an additional creature at once.

Quake (Seed)Difficulty Class: 20Components: SomaticBending Time: Full-round actionMaintenance Action: Full-round actionRange: 20 ft.Area: Four 5-ft squares on packed earth, crystal or rock (S)Duration: InstantaneousSaving Throw: Reflex negates

You strike the ground and it breaks and twists in multiple

ways. Creatures in the affected squares must make a Reflex save or be knocked prone, taking 1d6 piercing damage from the sharp stones. Additionally, the chosen squares become difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage. Those unconcerned by the spikes still use two squares of movement to make it through.

Subjects can make a Balance check to move at half speed (DC 22), or full speed (DC 27) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone.

Anyone damaged by Quake loses speed as though they had stepped on a caltrop.

Using Quake on loosely packed earth or sand has normal effects, but the spikes do not remain for subsequent rounds.

Augment:- For every three points you use from your augment pool, you can affect an additional square.- For every three points that you exceed the difficulty class, the Balance DC increases by one point.

Rubble Wave (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: Standard actionRange: 15 ft.Area: 15-ft cone burst originating from youDuration: InstantaneousSaving Throw: Reflex half, Fortitude negates (see text)

You gather up a mass of small, loose rocks, dust particles and sand, firing them in a wide swarm. Subjects inside the area must make a Reflex save or take 1d4 bludgeoning, slashing and piercing damage per Bender Level. On a successful save, they only take half of this damage.

Those who fail their Reflex save are also subjected to a Fortitude save. Failure means that they are pushed back five feet. This ability is often used by Sandbenders to propel their Sand Skiffs.

Earth Required: 25 pounds of loose debris or rubble.

Augment:- For every two points you use from your augment pool, the cone becomes five feet longer and requires 5 more pounds of debris.

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- For every five points you use from your augment pool, you knockback subjects an additional five feet, to a maximum of Rubble Wave's range.

Shape Earth (Fundamental Seed)Difficulty Class: 5Components: Somatic, MeditationBending Time: See text.Maintenance Action: Move action (see text)Range: 30 ft.Area: A 5-ft cube of rock, crystal or tightly packed dirt.Duration: Instantaneous or Concentration (see text)Saving Throw: Fortitude negates (Object, harmless)

You manipulate the basic shape of packed earth, crystal or rock to look like something else (such as a sculpture), though specific detail is very hard. The Craft skill determines the exact quality of the object created. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this form requires one additional round to activate.

Sculpted rock has 10 Hardness and 20 Hit Points per inch of thickness. Sculpted clay has 5 Hardness and 35 Hit Points per inch.

Craft (Weaponsmithing) can be used with Shape Earth to make weaponry and ammunition out of rock. This weaponry functions precisely as the base item, and can even be enchanted; one 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.

Appropriately sized earth creatures such as elementals can be altered with use of this seed, though it does not hinder them in any way:

Augment:- For every five points that you exceed the base difficulty class (including all modifiers), you can shape one additional cube.- By using five points of your augment pool,, you can shape sand and loosely packed dirt. The duration changes to Concentration.

Spike (Seed)Difficulty Class: 25Components: Somatic, MeditationBending Time: Full-round actionRange: 20 ft.Area: Cylinder Burst (5-ft radius, 20 ft. long)

Target: 5-ft square atop packed earth, crystal or rock.Duration: InstantaneousSaving Throw: Reflex negates

Target a single square of earth within range (including your own.) You fire a giant spike originating from that square. Creatures caught in Spike are allowed a Reflex save to move to an adjacent space safely. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

Anyone who fails their save against the spike is knocked back to the edge of the form's range as though bull rushed.

A spike is an inch thick per Bender Level, and has 10 Hardness and 20 Hit Points per inch of thickness.

The business end of Spike may be flat or pointed at your option; subjects affected take 4d6 bludgeoning or piercing damage respectively. If trapped against a wall or other solid surface by Spike, they must make a DC 15 Strength or Escape Artist check as a full-round action to escape.

You may instead opt for Spike to grow more slowly; in this case, it deals no damage and creatures in the path are gently pushed to the end of the line's effect. If you originate this attack from your square and shoot upwards, for example, you can propel yourself upwards twenty feet.

You can only move or bull rush a creature if at least half of the squares they occupy on one face are covered by spikes.

Augment:- For every four points that you exceed the difficulty class, you deal an additional 1d6 damage with one cylinder.- For every five points you use from your augment pool, the length of your cylinders increase by 10 ft.- For every fourteen points you use from your augment pool, you can create an additional cylinder.

Tectonic (Seed)Difficulty Class: 15Components: SomaticBending Time: Full-round actionRange: 20 ft.Area: Three 5-ft squares atop deeply packed earth, crystal or rock. (S)Duration: InstantaneousSaving Throw: Reflex negates

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With a foot stomp or ground punch, you cause the ground to rise or sink sharply by five feet. Subjects within the affected area must make a Reflex save or fall prone in the space. (You can suppress this effect at will.) Those who make their save may move to an adjacent space safely. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

If you drop the ground ten feet or more from underneath someone, they are granted a Climb check (DC 35) to catch the ledge. The DC to climb the mounds or trenches created by this ability is 20 for the highest 5-ft segment, and 25 for the remainder. This DC increases by 5 points for especially slippery walls, like those made of sand and crystal. Subjects who fall because of this form take falling damage as normal.

A mound segment is five feet, or sixty inches, thick.

Material Hardness HP/Inch-Thick

Sand, loose dirt 0 8

Packed earth 3 5

Soft stone, worked earth 10 5

Hard stone 15 8

Crystal 30 1

Augment:- For every three points you use from your augment pool, you may affect an additional square. This may be adjacent to another square you placed (even if the new square is out of your range), or anywhere else within your range.- For every six points you use from your augment pool, you may raise or lower the ground by another five feet.

FFIREBENDINGIREBENDINGFire is the element of power, and those who use it are pas-sionate, of desire and will. A firebender is more apparent-ly detached from his element than the other benders, due to their seeming ability to create fire from nothing – but in reality, fire comes from the firebender's own personal energy and breath. Along with air, fire is the most kinetic bending form, using every part of their body as a weapon. Defense is just a means of better angling your next attack.

A firebender surrounded by a non-flammable substance or whose body has begun to succumb to an arctic environ-ment is unable to firebend for the most part, although there are exceptions. Fire in water or other non-flammable substances may be a stream of hot bubbles or the like.

Firebenders are powered by the sun. During the day, they gain a +2 bonus to all firebending checks. A solar eclipse robs them of power for the duration, and major solar phenomena (such as a near comet or a nova phase) can boost their power multiplicatively. This variation is not present on planes which completely lack a sun.

If you are playing in a campaign which does not significantly alter the time of most adventures (e.g. 95% of the adventuring is done at day or night), the Sun/Moon synergy for Fire and Waterbenders can prove unbalancing at low levels. Try to mix it up, or consider ignoring this.

Breath of the Dragon (Seed)Difficulty Class: 15Bending Time: Full-round actionRange: PersonalTarget: SelfDuration: Five minutes (D); see text

Firebending is all about breath control. You take a deep breath to inhale and center your thoughts. For the duration of the form, you do not need to breathe. Upon ending this form, you are no longer considered to be fatigued. (Exhaustion, however, continues as normal.) The form must last for its full normal length for this effect to occur.

You may choose to end this form's duration prematurely. If you do so, your next firebending form within the next round alternatively gains either your Constitution modifier as a bonus to the bending check, or it may be performed with no somatic components, issuing from your mouth instead.

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This form can be used regardless of outside temperature or surroundings.

Augment:- By exceeding the difficulty class by ten points, you can also remove exhaustion with this form.- For every ten points that you use from your augment pool, you restore one point of physical (Strength, Dexterity or Constitution) ability damage when you end the fatigue condition.

Burning Edge (Seed)Difficulty Class: 10Components: SomaticBending Time: Move actionMaintenance Action: Free actionRange: 0 ft.Effect: Blade-like flamesDuration: Concentration

You create a long, narrow tongue of fire in your hand. You can use this cohesive flame as a weapon, and are considered to be proficient with it. The Burning Edge has all the features of a normal longsword for your size category except that half of the damage that it deals is fire damage. This does not ignite the opponent.

The Burning Edge has 0 hardness, HP equal to twice your bending level, and is immune to all damage except for cold damage. It lasts as long as you concentrate or until it is destroyed or you let go of it.

Augment: - For every five points you use from your augment pool, the longsword gains 5' reach.

Claw of the Phoenix (Seed)Difficulty Class: 20Components: SomaticBending Time: Full-round actionRange: MeleeDuration: Instantaneous

The most damaging basic technique in a firebender's repertoire, your fist or foot burns as you drive it into the target with exceptional speed. Make a melee attack roll. If you hit, you deal 1d6 fire damage per Bender Level. This attack cannot set subjects on fire but it does ignore 20% of miss chance from any source.

This ability cannot be quickened to a Swift Action.

Augment:- By using ten points of your augment pool, you can use this ability as a ranged attack with a range of 30 feet.- For every five points that you use from your augment pool, you ignore an additional 10% miss chance.- For every ten points that you exceed the base difficulty class, you deal an extra 1d6 damage per bender level.

Cold Fire (Template)Difficulty Class: +10Bending Time: Full-round at least; can be quickened.Saving Throw: Fortitude negates; see text.

This template can be applied to any firebending form that involves projecting or controlling external flames. Increase any damage dice involved by one size. The form deals or resists electrical damage instead. In addition to any other saves, anyone damaged must make a Fortitude save or be left paralyzed and helpless for one round. You may only attempt the paralysis effect once a round.

BBLUELUE F FIREIRESomething introduced with Azula (and her sole domain, regardless of how the other firebenders advance throughout the show) is her blue fire. Extremely potent and focused, it completely overwhelms Zuko in their first encounter, and is Azula's major thematic.

We do not have any method for modeling this.

Blue fire is an ability of a prodigy, one who is talented and inherently powerful. It cannot be easily modeled under any scheme to be balanced, since most attempts to balance it would really render it useless – it's just a more powerful version of what players already have. Therefore, I propose a simpler solution: Let your players decide what color their fire is. Prodigal talent should be demonstrated via a higher level or higher relevant ability scores, which, again, you cannot balance simply.

Combustion (Seed)Difficulty Class: 35Components: MeditationBending Time: One roundRange: 90 ft.Effect: RayDuration: InstantaneousSaving Throw: Fortitude partial (object)

You focus your energy into the distance, firing a narrow beam from your mind's eye. As the beam strikes its target, it seems to spontaneously explode in intense heat.

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Make a ranged touch attack against the target. If you hit, they take 2d6 damage per Bender Level, are set on fire and are subject to a bull rush in a random direction. If you fail the attempt, you are not subject to any reactive rolls or effects. You gain a bonus on this bull rush attempt equal to your Bender Level. A successful Fortitude save reduces the damage to half, does not catch the target on fire and negates the bull rush effect. This damage is not fire damage, but a disintegration effect.

When used against an object, the ray simply vaporizes as much as one 10-foot cube of nonliving matter. Thus, the form destroys only part of any very large object or structure targeted. The ray does not affects objects constructed entirely of force, but will destroy those made out of pure elemental energy (such as a Wall of Fire, or Energy Wall [Electric]).

Any creature reduced to 0 or fewer hit points by this form is entirely vaporized, leaving behind only a trace of fine dust. A vaporized creature's equipment is likewise destroyed.

Only the first creature or object struck can be affected; that is, the ray affects only one target per bend.

Explosion (Template)Difficulty Class: +5Bending Time: Standard action at least; see text

This template can be applied to any firebending form that involves external flames. Anyone struck by the attack (in the case of an attack roll) or who failed their save against damage is subject to a bull rush attempt by the attack, using your scores and modifiers (although not limited by your movement). Use your Wisdom score in the place of your Strength score for this bull rush. You gain a bonus to this bull rush check equal to half your Bender Level. If you fail the attempt, you are not subject to any reactive rolls or effects.

Explosive fire deals normal (rather than half) damage to objects.

Augment:- By using ten points of your augment pool, you can use Explosion without increasing the bending time.

Fire Blast (Fundamental Seed)Difficulty Class: 5Components: Somatic

Bending Time: Ranged attack.Range: 60 ft.Effect: RayDuration: Instantaneous

The first offensive ability you learn as a firebender. Whenever you would be granted a ranged attack, you may use a Fire Blast instead, including as part of a full attack action, or feats like Shot on the Run. This attack deals 1d6 fire damage, increasing by an additional 1d6 damage for every four Bender Levels that you have. Subjects struck do not catch on fire.

Augment:- By using five points of your augment pool, you can perform this form as part of a standard melee attack on the same target.- By using five points of your augment pool, you do not provoke attacks of opportunity for using this ranged ability in a threatened square.

Fire Spin (Seed)Difficulty Class: 15Components: SomaticBending Time: Standard actionRange: 5 ft.Area: 5-ft radius burst centered on you Duration: InstantaneousSaving Throw: Reflex partial

You twirl fire around you, exploding in a circular burst. Creatures within the area must make a Reflex save or take 1d6 fire damage. Subjects that fail their save catch on fire; those that succeed take half damage and do not ignite. This does not affect friendly creatures of your choice.

Augment:- For every two points you use from your augment pool, you deal an additional 1d6 damage.- For every five points you use from your augment pool, the radius increases by 5 feet.

Flamethrower (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: Full-round actionMaintenance Action: Full-round actionRange: 30 ft.Area: 30-ft long, 5-ft wide cylinder originating from you.Duration: Concentration (minimum one round)Saving Throw: Reflex half

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You issue forth a long wave of flame that burns anything in its path. Flamethrower deals 1d6 fire damage per Bender Level to all creatures in its area (half on a successful save). Subjects who fail their saves catch on fire. The affected squares are ignited as well, if flammable.

Augment:- For every two points you use from your augment pool, you may increase the length by five feet.- For every ten points you use from your augment pool, you may increase the width by five feet.- For every three points you use from your augment pool, you can make one 45° bend in the attack.

Heat Control (Seed)Difficulty Class: 10Components: MeditationBending Time: Standard actionRange: 30 ft.Target: A construct, elemental or object up to a 5-ft cube.Duration: InstantaneousSaving Throw: Fortitude partial (object); see textThis stance initiates two different forms.

Incandescence: You focus on an object, construct or elemental within range, superheating it. The subject takes 1d4 fire damage; this damage is not halved. If anyone is touching the subject, they themselves take 1d4 fire damage as well. A successful Fortitude save halves the damage that touching creatures take; they may opt to make a Reflex save instead to negate the damage by letting go of the object.

If the subject has a relatively low melting point (like ice), it takes double damage and touching objects take no damage.

Augment:- For every three points you increase the difficulty class, the damage increases by 1d4 points.

Vent: You focus on an already hot object, construct or elemental within range, cooling it down by venting the heat off in a different direction. The object drops in temperature by 10º F, to a minimum of 80º F. This ability deals 1d4 cold damage to subjects which have heat as an intrinsic part of their nature, such as a flame.

Augment:- For every three points you increase the difficulty class, the temperature drop improves by 10º F and damage increases by 1d4 points.

Heatwave (Template)Difficulty Class: +5Bending Time: Standard action at least; see textDuration: One roundSaving Throw: Fortitude negates

Your attack is intentionally unfocused, more meant for the environment than your target. The damage dice used in the attack decrease by one size, but any square where you make an attack (even if you fail to hit anyone) becomes intensely and overpoweringly hot. Anyone who ends their turn in such a square (or passes through the square, if applied to a standing fire) becomes sickened for the duration of the encounter if they fail their Fortitude save.

Augment:- By using ten points of your augment pool,, you can use Heatwave without increasing the seed form's bending time.

Inner Flames (Seed)Difficulty Class: 15Components: MeditationBending Time: Standard actionMaintenance Action: Swift actionRange: PersonalTarget: SelfDuration: Concentration

You gather the inner fires of your body and extend them in a surge of adrenaline. You glow with a bright light. While this form is active, you gain 1 temporary hit point. These temporary hit points are refreshed every round that you maintain concentration. While using this form, you are immune to non-lethal cold damage. This form can be used regardless of outside surroundings, and allows you to use other firebending forms in the cold.

Augment:- For every three points you use from your augment pool, you gain 2 additional temporary hit points.- For every four points that you exceed the base difficulty class, you gain a +1 bonus to your Fortitude saves to resist fatigue and non-lethal damage.

Lifebend (Seed)Difficulty Class: 30Components: Somatic, MeditationBending Time: Standard actionRange: 20 ft.Target: One living, deathless or undead creatureDuration: One minuteSaving Throw: Will partial (harmless)

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You focus on a nearby creature's inner soul and grant them renewed vigor. A living or fire creature gains a temporary level: they gain one effective hit dice (d10, or +5.5), the commensurate number of temporary hit points (including Constitution modifier), an additional level for the purpose of all level-based effects, and a +1 bonus to attack rolls, saves and skill checks. Undead and deathless characters instead take a negative level for the duration.

These temporary or negative levels do not stack from multiple uses, even from different benders.

Augment:- For every seven points you use from your augment pool, you bestow an additional temporary level.

Magnify Flames (Seed)Difficulty Class: Varies; see text.Components: Somatic, MeditationBending Time: Full-round actionRange: 60 ft.Area: One 5-ft cube of flame per Bender Level (S)Saving Throw: Reflex or Fortitude negates; see text.

You greatly intensify or quench a flame within range. You may choose to make this flame as strong - or as gentle - as you are capable of controlling. If the fire in the cube is stronger than you can control, this form fails. The difficulty class of this form is found on the table below, next to the entry for either the strength that you want to magnify a fire to, or the strength that the fire is. (Whichever is higher.)

Fire Strength DC Example Damage Spread

Light 0 Torch 1d3 0%

Moderate 5 Creature on fire 1d6 0%

Strong 10 Bonfire 2d6 10%

Severe 20 Burning hut 3d6 20%

Intense 35 Burning inn 6d6 30%

Extreme 55 Forest fire 12d6 40%

Inferno* 80 Firestorm 24d6 50%

*An inferno comprised of at least 64 cubes acts as a tornado that also deals the listed damage every round

Flames greater than Moderate have a chance every round (as listed above) of spreading to each adjacent square containing flammable materials and creatures. Creatures and attended objects get a Reflex save to avoid taking the flame. If you target a creature set on fire, the damage they take every round and the save DC necessary to put the fire out changes to the corresponding fire and your standard

bending save DC. No save to prevent the increased heat; only the usual Reflex save every round to remove the fire.

If you target a creature made up primarily of fire, such as a Fire Elemental, and try to quench its flames you deal damage based on the above table.

Move Flames (Fundamental Seed)Difficulty Class: 5Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Standard actionRange: 60 ft.Area: One 5-ft cube of nonmagical flameDuration: ConcentrationSaving Throw: Reflex negates; see text.

You create or control a single 5-ft cube of flame anywhere within range.

You can move your flame up to ten feet in any direction. At the end of your action, you can release the fire or you can hold it in place. Holding the fire in place requires a maintenance action, and when done can cause a fire to burn even on improbable substances, like stone or ice; however, a fire completely submerged in a non-flammable material, like water or stone, is still extinguished.

As the fire moves, it ignites everything in its path. If you move or place the flame in an occupied square, the creature gets a Reflex save to avoid the fire. The fire deals damage as standard for its type; 1d6 for most fires. If the creature fails their save, they catch on fire.

Augment:- For every point that you exceed the base difficulty class, the distance you move fire increases by five feet.- For every three points you use from your augment pool, you can move an additional 5-ft cube of flame.

Puppet (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 30 ft.Target: One Medium or smaller Fire creature.Duration: ConcentrationSaving Throw: Fortitude Negates

You can attempt to control a pre-existing creature with the [Fire] subtype that is within range and to which you have

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line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, bend, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus.

Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions (such as manifesting powers, or bending without Somatic components) can do so.

Every round past the first that you maintain this seed, you take a cumulative -1 penalty to all bending checks.

Augment:- For every four points you use from your augment pool, you can affect one creature one size category larger.- For every eight points you use from your augment pool, you can control an additional creature at once.

Pyrotechnics (Template)Difficulty Class: +10Bending Time: Standard action at least; can be quickenedDuration: One round or as flame; see text.Saving Throw: Fortitude negates, Will negates; see textYou create an exceptionally bright and dazzling flame. All those who can see the flame within 60 feet are dazzled (no save) for one round or as long as they look at the flame, and those subjects struck (or those that fail their save against damage, if this ability requires one) - must make a Fortitude save or be blinded for one round.

If used in a non-threatening context, Pyrotechnics produces a fascinate effect on all creatures within 60 feet who fail their Will saves. This fascinate effect lasts as long as the flame does. Fascinated creatures take a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature,

automatically breaks the effect. A fascinated creature's ally may shake it free of the effect as a standard action.

This latter usage is a mind-affecting ability.

Redirect (Seed)Difficulty Class: 25Components: Somatic, MeditationBending Time: Immediate action; see text.Range: PersonalTarget: SelfDuration: Instantaneous

A rare ability among firebenders due to its defensive nature. In order to perform a Redirect, you must not only use an immediate action, but you must use up one of your attacks of opportunity for the round.

You anticipate a coming attack of flame and redirect it. If the attack specified targets, you may immediately fire it at another target within range as though you were the attack originator. If the attack was an area burst, you may turn the attack any direction you wish for the remainder of its area. If it was a spread, you are simply left immune for this round. This ability may not function against attacks made by creatures exceptionally more powerful than you, such as an epic creature or deity. This ability does not require a Contested Bending attempt.

When combined with Cold Fire, you may redirect lightning instead. This does not change the required bending time.

Augment:- For every seven points you use from your augment pool, you can redirect one additional attack this round.

Soaring Flames (Seed)Difficulty Class: Varies; see textComponents: SomaticBending Time: Varies; see textMaintenance Action: Free action (Rising Phoenix)Range: PersonalTarget: SelfDuration: See text

This stance initiates three different forms.

Hurdle (DC 15): Once per round, when you are allowed a 5-ft step for whatever reason (such as during your turn, or reactively to certain attacks), you may make a 5-ft leap that ignores rough terrain.

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Augment:- For every ten points you use from your augment pool, the distance you leap increases by 5 feet.

Rising Dawn (DC 20): As a full-round action, make a Jump check. You may add your Bending check to the result. You are always considered to be running for this jump. The distance you jump in a round is not limited by your movement.

Rising Phoenix (DC 40): As a swift action, you gain a flight speed of 60 feet, with a maneuverability of Clumsy. You may hover as though you had the Hover feat. This form can be maintained as a free action.

Augment:- For every two points you use from your augment pool, you gain an additional five feet of movement speed.- For every ten points you exceed the base difficulty class, you improve maneuverability by one step.

Sweeping Flames (Template)Difficulty Class: +5Range: 15 ft.Area: 15-ft cone burst originating from you.Saving Throw: Reflex half.

This template can be applied to any firebending form that is typically a targeted attack. It requires no attack roll, and any damage dice involved decrease by one size, taking on the above area. Subjects who fail their saves catch on fire. The affected squares are ignited as well unless on exceptionally non-flammable material such as steel or ice.

Wall of Flames (Seed)Difficulty Class: 25Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Swift actionRange: 30 ft.Area: Wall of two 5-ft square areas.Duration: ConcentrationSaving Throw: Reflex half or negates; see text.

You create a barrier of semi-solid flames. No matter how long the wall becomes, all of the pieces bended with one use must be adjacent to one another. This wall provides total concealment, and creatures and objects passing through take damage as though moving through a standing fire (Reflex half.) Creatures who fail their saving throw catch on fire if flammable. If you fire the wall into a

square occupied by a creature, you decide which side of the wall the creature ends up on. The subject can make a Reflex save to choose for themselves.

It is possible, but difficult, to trap mobile opponents within or under a wall, provided the wall is shaped so it can hold the creatures. Creatures are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

Augment:- For every two points you use from your augment pool, the wall increases by an additional five-foot square.- By using five points of your augment pool, you can make a single five-foot segment in your square for one round as an Immediate Action. The wall immediately extinguishes after successfully blocking one attack.- For every ten points that you use from your augment pool, the wall lasts for one round after you cease concentration.

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WWATERBENDINGATERBENDINGWater is the element of change, and those who use it are reactive, calm in most circumstances but fiercely defensive when provoked. They will experience much in their lives. Waterbenders have a seeming weakness in the fact that most civilized life lives on the earth, often far away from the shore and sea. But the perceptive note that without water, there is no life.

Balance and precision grace are integral to a waterbender; they believe in flowing while remaining in one spot, letting enemies waste their energy moving. A waterbender is unable to use their feet for most abilities as a result, though there are some exceptions.

Waterbenders are powered by the moon. During the nighttime, they gain a +2 bonus to all waterbending checks. This doubles to +4 during a full moon, and is not present during a new moon. A lunar eclipse robs them of all of their powers for the duration, and significant lunar phenomena (such as a blue moon) can boost their power multiplicatively. This variation is not present on planes which completely lack a moon.

If you are playing in a campaign which does not significantly alter the time of most adventures (e.g. 95% of the adventuring is done at day or night), the Sun/Moon synergy for Fire and Waterbenders can prove unbalancing at low levels. Try to mix it up, or consider ignoring this benefit.

Bend Plants (Template)Difficulty Class: +5Target: Living plants

You can apply this template to any seed which requires or targets water of a non-specific form. Forms which require an intrinsic quality of free water, such as the Wave, Healing Water or Illusionary Mist forms, cannot utilize this template. You may control, freeze, boil or drain water-rich plants of the appropriate size instead. Plants contain water as water vapor of the same size (an eighth that of a cube of water) and are moved at half speed compared to free water. The amount of volume you can affect is reduced to a quarter, rounded down. (If, for example, you could target four 5-ft cubes of water, you instead target one 5-ft cube of plants.) Surrounding someone with plants and maintaining the plants via Move Water produces an Entangle effect.

Living plants used in the place of water have Hardness, Fire and Electricity Resistance equal to half your Bender Level, but only half the Fast Healing.

Plants grant total concealment where water would only grant concealment.

If the seed affects water creatures, it can now affect plant creatures instead. Frozen plants have the same statistics as Ice.

Bloodbend (Template)Difficulty Class: +15Target: Living creatures

You can apply this template to any seed which requires or targets water of a non-specific form. Forms which require an intrinsic quality of free water, such as the Wave, Healing Water or Illusionary Mist forms, cannot utilize this template. You may control, freeze, boil or drain any creature of the appropriate size instead. Creatures contain a sixteenth of the water that an appropriate number of 5-ft cubes their size would contain, and are moved at a quarter speed compared to free water. The amount of volume you can affect is reduced to an eighth of normal, rounded down. (If, for example, you could affect five 5-ft cubes of water, you cannot affect any cubes of creature mass.)

Exceptionally dry creatures may be unaffected.

Capture (Seed)Difficulty Class: 30Components: MeditationBending Time: Swift actionMaintenance Action: Swift actionRange: 60 ft.Effect: 5-ft sphere swirling ball of waterDuration: ConcentrationSaving Throw: Reflex negates

You may attempt to engulf a target you have just struck with a Waterbending form, assuming they fit in the diameter of the sphere. The target must make their save or be trapped in spinning water. The sphere has 0 hardness, 15 HP per Bender Level, and has fast healing equal to your Bender Level. It is impossible to strike the creature inside without also damaging the sphere. The creature cannot breathe while captured, and takes 1d6 damage per 3 Bender Levels every round that it is trapped, no save.

Water Required: 900 gallons. The water you used in the

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attack which initiated this one can count towards this value. This water is not immediately recoverable.

Augment:- For every five points you use from your augment pool, you increase the reflex save difficulty class by one.- For every four points that you exceed the base difficulty class, you can affect creatures one size larger. This requires quadruple the amount of water for each size category increase.

Feel the Flow (Seed)Difficulty Class: 20Components: MeditationBending Time: Move actionMaintenance Action: Move actionTarget: SelfEffect: TremorsenseDuration: Concentration + 1 round.

You gain Tremorsense (30 ft.) in water. Creatures attempting to hide from you can make a Swim check opposed by your Bending check.

Augment:- For every two points you use from your augment pool, you gain another five feet of range to your tremorsense.- By using ten points of your augment pool,, you can maintain this ability as a free action.

Healing Water (Seed)Difficulty Class: Varies; see textComponents: Somatic, MeditationBending Time: Full-round actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will half (harmless); see text.

This stance initiates two different forms.

Healing Wounds (DC 10): You lay your hands upon a living creature and channel positive energy to them via water. You heal them of 1d6 points of damage, plus 1 point per Bender Level. A healed subject is relieved of the fatigue and exhaustion conditions.

Water Required: 2 Pints, immediately recoverable.

Restore Body (DC 25): You lay your hands upon a living creature and channel positive energy to them via water, directing it to where it is needed most. You heal the target

of two points of ability damage and one point of ability drain, and relieve them of the fatigue and exhaustion conditions. This form only works on a target once per hour.

Water Required: 2 Pints, immediately recoverable.

Augment:- For every six points you use from your augment pool, you heal the target of two additional points of ability damage and one additional point of ability drain.- By using ten points of your augment pool, you heal the target of one negative level.- For every additional six points you use from your augment pool, you heal the target of one additional negative level.

Golem (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 30 ft.Effect: Create an aqueous creatureDuration: Concentration

You create a giant construct of water. It appears where you designate and acts at your direction. The round that you cease maintenance, it collapses to the ground in a splash.

Golem statistics are listed in an appendix following this chapter.

Golems are not summoned, but made. They are not subject to effects that hedge out or otherwise target outsiders; they are constructs.

Water Required:Size Category Volume in 5-ft cubes

Medium or smaller 1

Large 4

Huge 16

Gargantuan 64

Colossal 256

This water is not immediately recoverable.

Augment:- For every point that you exceed the difficulty class, your bender golem has an additional 3 hit points.- For every four points that you exceed the difficulty class, the level of the Golem increases by one.

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Ice Shards (Seed)Difficulty Class: 10Components: Somatic, MeditationBending Time: Standard actionRange: 60 ft.Area: Four 5-ft. squares of ice (S)(Orca's Maw)Target: One creature (Crystal Rain)Duration: InstantaneousSaving Throw: Reflex negates (Orca's Maw)

This stance initiates two different forms.

Crystal Rain: You strike at long range, creating a precise cloud of shards which outline your target and pin them to a nearby surface. The target must be within five feet of a tree or other surface in which a thrown weapon could stick, and must be wearing loose clothes or accessories. Make a ranged attack against the target and then win an opposed grapple check (size modifiers apply; feats like Improved Grapple do not. If you have the Ranged Pin feat, you gain a +4 bonus on this check). To break free, the victim must make a DC 15 Strength or Escape Artist check as a standard action. In temperate climes, ice melts sufficiently in 10 minutes.

Water Required: Four Pints. This water is not immediately recoverable.

Augment:- For every five points you use from your augment pool, you gain a +2 bonus to the grapple check and the Strength and Escape Artist DC.

Orca's Maw: Ice is a powerful weapon for you, and anyone standing on an icy surface stands on your turf. With a motion, you can cause powerful spikes to erupt through the surface. You fill four five-foot squares of ice with protruding spikes - anyone standing in the square gets a Reflex save to avoid the attack. The square also becomes difficult terrain. People who pass through the square use four squares of movement to avoid stepping on the spikes and taking 1d4 piercing damage. Those unconcerned by the spikes use two squares of movement to make it through.

Subjects can make a Balance check to move at half speed (DC 20), or full speed (DC 25) without taking damage. A failure by 4 or less means they can't move any further for the round. A failure by 5 or more means they fall prone.

Anyone damaged by Orca's Maw loses speed as though they had stepped on a caltrop.

Augment:- For every three points you use from your augment pool, you may affect one additional square with this activation.- For every three points that you exceed the difficulty class, the Balance DC increases by one point.

Illusionary Mist (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: Standard actionRange: 60 ft.Area: 20-ft sphere of Fog, Thick Steam, or MistDuration: One hour, or until weather clearsSaving Throw: Will disbelief (if interacted with)

The mist, fog or steam turns clumpier and hazier, taking shapes. The suggestible see what they want to see.

Creatures inside the affected area must make a Will Save on activation, and another every minute, or see creatures and objects that resemble whatever troubles them most or they most desire at the moment. These illusions are purely visual, and cannot mimic color, sound, smell, touch or taste - however, ambient noise and other environmental clues may be mistaken for unclear versions of these sensations, and unusually high levels of distress or emotion may cause the affected to receive more coherent 'visions' or 'dreams'. All of these figments of imagination are at least as far away as is necessary to have concealment, and no further than the edge of total concealment. You have no control over what they see, and you yourself are subject to the Illusionary Mist's effects if you are inside.

Creatures who are aware they are in such a mist gain a +4 to their Will Save, and creatures who see with other senses are not fooled.

Move Water (Fundamental Seed)Difficulty Class: 5Components: Somatic, MeditationBending Time: Move actionMaintenance Action: Move actionRange: 60 ft.Area: A 5-ft cube of water, ice, or a 10-ft cube of water vapor.Duration: Concentration

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Saving Throw: Fortitude negates (Object) or Reflex negates.

A 10-ft cube of water vapor can be broken up into or recombined from eight 5-ft cubes at will and contains as much water as a single 5-ft cube of liquid water. You shunt each controlled cube of water up to ten feet in any direction. At the end of your action, you can release the water, letting it fall or disperse, or you can hold it in place. Holding the water in place requires maintenance action.

Size Category Volume in 5-ft cubes

Medium or smaller 1

Large 8

Huge 64

Gargantuan 512

Colossal 4096

Appropriately sized water creatures such as elementals can be moved with use of this seed.

Taking water out of elementals or primarily water objects deals 1d6 damage per 5-ft cube of water you extract.

A 5-ft cube of water or 10-ft cube of vapor holds approximately 900 gallons and deals 1 damage when dropped on someone, which requires a ranged attack roll. The water disperses unevenly, preventing it from applying its full pressure of its weight to a target.

Augment:- For every two points that you increase the base difficulty class, you can move one additional cube.- For every three points that you exceed the base difficulty class, the distance you can move the water increases by five feet.

Phase Change (Fundamental Seed)Difficulty Class: See TextComponents: Somatic, MeditationBending Time: Full-round actionRange: 30 ft.Target: One 5-ft cube of water, ice, or a 10-ft cube of water vapor per five bender levels (minimum 1).Duration: Instantaneous; see textSaving Throw: Reflex or Fortitude negates (object)

Initial Condition Temperature

Glacial Ice -20° F

Ice 0° F

Cold Water 30° F

Water 90° F

Hot Water 140° F Water Vapor 80° F

Boiling Water 200° F Thin Mist 60° F

Thick Steam 220° F Fog 50° F

With precise focus and gestures, you suddenly cause a spike or fall in water temperature and pressure, with the appropriate results.

Steps Changed At Once Base Difficulty Class

1 Step 10

2 Steps 30

3 Steps 50

4 Steps 70

5 Steps 90

6 Steps 110

While altering the condition of the water one step at a time is easy, a flash temperature change can be extremely difficult.

Normal air, except on very humid days, does not contain sufficient water to be affected. A 5-ft cube of liquid or solid water changes into a 10-ft cube of gaseous water, and vice-versa.

If you attempt to freeze a creature, surround a creature in boiling water or thick steam, or melt the ice out from underneath someone, they are allowed a Reflex save to move to an adjacent clear space (including adjacent spaces directly above and below them). If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

Boiling water or thick steam that completely surrounds a creature deals 1d6 fire damage on the first round, increasing by 1d6 a round to a maximum of 10d6.

Frozen creatures are considered helpless, take 1d4 non-lethal cold damage a round and can break out to an adjacent square with a DC 25 Strength or Escape Artist check as a full-round action in normal ice, or a DC 35 Strength or Escape Artist check in glacial ice.

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Quickly created ice is exceptionally frail. Ice has hardness 5 and 10 HP per cube. Glacial Ice has hardness 10 and 50 HP. It is impossible to attack someone frozen in ice without destroying the ice around them.

Thin mist obscures all sight, including darkvision, beyond 120 feet. A creature from 60 to 120 feet away has concealment; any farther and they have total concealment. Fog and thick steam obscure all sight, including darkvision, beyond 30 feet. A creature from 15 to 30 feet away has concealment; any farther and they have total concealment.

Water phases that are inappropriate to the environment (such as hot steam or ice in a temperate area) return to normal. Every ten minutes, the water progresses one step back towards normal. A moderate wind (11+ mph) disperses vapor, mist and fog in 4 rounds; a strong wind disperses them in 1 round.

Creatures are allowed a Fortitude save against this effect. Affected creatures and rigid objects (such as a water tank) take 1d8 damage per step altered in this way.

Augment:- By using ten points of your augment pool, you may perform Phase Change on or in a cube of water, ice or vapor which you are standing inside without the use of Somatic components; this is accomplished via breath control.- By using twenty points of your augment pool, you can instead target 20-ft cubes of normal, dry air, treating them as 10-ft cubes of water vapor. Exceptionally arid air, such as that in a desert, is unaffected.

Precipitate (Seed)Difficulty Class: 30Components: Somatic, MeditationBending Time: Ten minutes (Weather Dance), one round (Ice Storm)Maintenance Action: Full-round actionArea: Cylinder emanation (90-ft. radius, 40 ft. high)Effect: Heavy Precipitation and Hail centered above youDuration: Concentration + one round

This stance initiates two different forms.

Weather Dance: You bring down a curtain of water in the area. If the water temperature is 40° F or higher, you get rain. If it is already raining, or the temperature is colder, you may instead create sleet or snow. After ten minutes of snow, the heavy snow effect comes into play. (See the Dungeon Master's Guide, 'Rain, Snow, Sleet and Hail').

Water Required: 30 gallons per minute, not immediately recoverable. This water may already be present in the air as vapor on a humid day, and does not need to be extracted and condensed first.

Augment:- For every five points that you exceed the difficulty class, you can increase the radius by 5-ft.- By using ten points of your augment pool, you may create Hail instead of Heavy Snow. This hail deals 1d3 bludgeoning damage per round.

Ice Storm: Great hailstones pound down, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. The snow remains on the ground until it melts normally, requiring a DC 15 Balance check to move through.

Water Required: 60 gallons per round, not immediately recoverable.

Puppet (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 30 ft.Target: One Medium or smaller Water creature.Duration: ConcentrationSaving Throw: Fortitude Negates

You can attempt to control a pre-existing creature with the [Water] subtype that is within range and to which you have line of sight. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, bend, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Wisdom bonus, and its bonus on damage rolls is equal to your Wisdom bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Wisdom bonus.

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Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions (such as manifesting powers, or bending without Somatic components) can do so.

Every round past the first that you maintain this seed, you take a cumulative -1 penalty to all bending checks.

Augment:- For every four points you use from your augment pool, you can affect one creature one size category larger.- For every eight points you use from your augment pool, you can control an additional creature at once.

Riptide (Seed)Difficulty Class: See TextComponents: MeditationBending Time: One roundMaintenance Action: Full-round actionRange: 60 ft.Area: Cone-shaped spread of waterDuration: Concentration + one round

You begin to change the currents in a 60-ft. cone in front of you. These currents act like wind of the corresponding strength, at half speed. (Table: Wind Effects in the Dungeon Master's Guide.) You may choose to make these currents as strong - or as gentle - as you are capable of controlling. If the currents already present in the area are stronger than you can control, this form fails.

Water Strength Base DC Movement/Round

Light 0 20 ft.

Moderate 5 45 ft.

Strong 10 70 ft.

Severe 20 110 ft.

Rapids 35 165 ft.

Riptide 55 380 ft.

Whirlpool 80 -

You can let the reaction force from these strong currents push you backwards, though you must make a Swim check equal to the bending difficulty class to stay afloat. You also must make Concentration checks at the current's DC in order to not lose the form. Waterbenders often use this ability more comfortably from boat or ship decks to propel the craft along, or to calm the currents ahead. Watercraft receive a certain percentage of the speed increase based on their size.

Watercraft Size Speed Retention

Large or smaller 100%

Huge 50%

Gargantuan 25%

Colossal 15%

One round after you cease to focus on the currents, they begin returning to their natural state as the environment dictates.

Augment:- By using five points of your augment pool,, you can generate a surfboard made out of ice to ride on while you use this form. The surfboard counts as a watercraft of your size category. While riding the surfboard, you may make a Balance check every round to stay on your surfboard according to the current's DC; you gain a bonus to this check equal to your bending modifier. If successful, you ride the current at full speed.- By using ten points of your augment pool, you can change this form's area to a 20-ft radius centered on you. You cannot propel yourself with this usage.

Shape Water (Fundamental Seed)Difficulty Class: 5Components: Somatic, MeditationBending Time: See text.Maintenance Action: Move actionRange: 30 ft.Target: A 5-ft cube of water or iceDuration: Concentration (Water), Instantaneous (Ice)Saving Throw: Fortitude negates (object, harmless)

You manipulate the basic shape of water or ice to look like something else (such as a sculpture), though specific detail is very hard. The Craft skill determines the exact quality of the object created. Simple sculpture that can be created with a Craft check of 10 or less can be made with a full-round action; however, for every 5 points the Craft DC increases, this form requires one additional round to activate.

When you stop concentrating on liquid water, it returns to its natural shape.

Sculpted ice has 15 Hardness and 5 Hit Points per inch of thickness.

Craft (Weaponsmithing) and Craft (Fletching) can be used with Shape Water to make weaponry and ammunition out of ice. This weaponry deals damage as a normal weapon of its kind, +1d4 cold damage, but is extremely brittle.

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Weaponry made out of ice has 10 Hardness and 1 HP. Ammunition and thrown weapons made of ice always break upon usage. Unless the ambient temperature is below freezing, the weaponry becomes useless in ten minutes, faster in hot conditions.

One 5-ft cube creates material for eight medium-sized weapons, or up to four hundred pieces of ammunition.

Appropriately sized water creatures such as elementals can be altered with use of this seed, though it does not hinder them in any way:

Size Category Volume in 5-ft cubes

Medium or smaller 1

Large 8

Huge 64

Gargantuan 512

Colossal 4096

Augment:- For every point that you exceed the base difficulty class, you can shape one additional cube.

Spout (Seed)Difficulty Class: 20Components: Somatic, MeditationBending Time: Standard actionMaintenance Action: Move actionRange: 60 ft.Area: Cylindrical burst (5-ft radius, 20 ft. long) originating within 20 feet.Effect: Horizontal or vertical line of rushing water.Duration: ConcentrationSaving Throw: Reflex negates

Target a single square within 20 feet (including your own.) You shoot huge amounts of water originating from that square. Creatures caught in Spout are allowed a Reflex save to move to an adjacent space safely. If they do not have sufficient movement to make it to an adjacent clear space (such as if their move speed is 0 ft, or the terrain in the space is difficult to pass through) but make their save, they end up prone in the adjacent space.

When fired and while maintained, Spout initiates a bull rush with every creature in its area; it is considered to be a creature of Medium size. You gain a bonus to this bull rush check equal to your Bender Level. You gain a +2 synergy bonus and an additional attempt for every additional Spout simultaneously trying to push the

subject in that direction. If they are knocked back at least ten feet, they are knocked prone.

Subjects affected take 4d6 bludgeoning or piercing damage (your option) every round that they remain in the stream, and are considered checked (unable to move forward) against movement in that direction. If trapped against a wall or other solid surface by Spout, they are considered to be checked against movement in all directions. If suspended in mid-air by Spout, subjects do not take on-going damage. Every round, the subjects are granted a new Reflex save to escape to an adjacent space.

As a free action, you may instead opt for Spout to fire at lower pressure; in this case, it deals no damage and creatures in the spout's path are gently pushed to the end of the line's effect. If you originate this attack from your square and shoot upwards, for example, you can propel yourself upwards twenty feet.

You can only move or bull rush a creature if at least half of the squares they occupy on one face are covered by water spouts. Attacking through a spout in either direction grants total concealment.

Water Required: 450 Gallons per 5 ft. segment. Not immediately recoverable.

Augment:- For every four points that you exceed the difficulty class, you deal an additional 1d6 damage with one cylinder.- For every five points you use from your augment pool, the length of your cylinders increase by 10 ft.- For every fourteen points you use from your augment pool, you can create and maintain an additional cylinder.

Steady Stance (Seed)Difficulty Class: 10Components: Somatic, MeditationBending Time: Standard actionRange: 20 ft.Target: A creature standing on the ground.Effect: Encase creatures' feet in solid ice.Duration: InstantaneousSaving Throw: Reflex negates

You coat the creature's feet in solid ice, simultaneously stabilizing and trapping them. The target creature gains a +2 bonus to their reactive Balance, Trip, Bull Rush and Grapple checks, but must make a Strength or Escape Artist check (DC 15) to break free as a standard action. Alternatively, they may attack the ice with a melee

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weapon as a full-round action. The ice has an AC of 5, hardness of 10, and hit points equal to your twice your bender level. Waterbenders affected by this seed may simply dismiss the ice as a move action.

Water Required: 2 Gallons per Small or Medium leg. This water is immediately recoverable if it is in your space.

Augment:- For every point that you exceed the difficulty class, the ice has an additional 2 hit points.- For every five points you use from your augment pool, the creature gains an additional +2 bonus on those checks, and the Strength and Escape Artist DC increase by +1.

Tentacle (Seed)Difficulty Class: See TextComponents: Somatic, MeditationBending Time: Full-round actionMaintenance Action: Standard actionRange: 60 ft. (Tentacle), 0 ft. (Octopus)Area: One or more 5-ft squares (Tentacle)Effect: Create one or more 5-ft long tentaclesDuration: Three rounds + concentration.

This stance initiates two different forms, and can be performed with the feet if necessary.

Tentacle (DC 10): You create a five-foot-long tentacle of water in the targeted square. This tentacle is a Medium-sized object with 0 hardness, HP equal to twice your Bender Level, and has fast healing equal to your Bender Level.

The tentacle has a single Slam attack that deals 1d8 damage, with a Strength score equal to your Wisdom score, and with a base attack bonus equal to your Bender Level. It has no other ability scores. It has no move speed, and uses your saves when necessary. It also can make trip and disarm attacks, gaining the benefit of any related feats you possess.

Maintaining the form and directing tentacles to attack is a full-round action. For every round past the third that you maintain this form, you take a -1 cumulative penalty to all bending checks as the water becomes more and more difficult to maneuver.

Water Required: 4 Gallons per tentacle. This water is not immediately recoverable.

Augment:

- For every four points you use from your augment pool, you can make and control another tentacle.- For every four points you use from your augment pool, you can increase the damage done by all tentacles as though they had improved one size category.- For every six points you use from your augment pool, you can make each tentacle a single size larger, granting it an additional +5 ft. reach, +8 Strength, and improved damage, reduced attack and Armor Class and all other appropriate changes in qualities due to size. This octuples (multiplies by a factor of eight) the water required.

Octopus (DC 15): You create three tentacles around yourself, occupying your own square. Each of these tentacles grant you a Slam attack as a natural weapon. These Slam attacks have reach equal to your natural reach plus 5 feet. They deal 1d8 damage and you add your Wisdom modifier as a bonus to attack rolls with these weapons. The tentacles can attack, trip or disarm, but not grapple or sunder.

When making a tentacle full-attack, you may opt to forego one or more Slam attacks; for each such attack you avoid using, you gain the ability to block two attacks as though you had the Deflect Attack class feature, with the addition that you are able to deflect both Ranged and Melee attacks. The attack to be deflected can be one made against you or any allied creature in your threat range. If you already possess Deflect Attack, the two sources stack for Deflect attempts. Only your first Deflect attempt of the round requires an immediate action.

Maintaining the form and directing tentacles to attack is a standard action. For every round past the third that you maintain this form, you take a cumulative -1 penalty to all bending checks.

Water Required: 4 Gallons per tentacle. This water is not immediately recoverable.

Augment:- For every three points you use from your augment pool, you can make and control another tentacle when you activate this form.- For every six points you use from your augment pool, you can make all tentacles stronger and longer when you activate this form, granting them an additional +5 ft. reach and +8 Strength. This octuples (multiplies by a factor of eight) the water required.- By using ten points of your augment pool, your tentacles are able to initiate grapple attacks, and you gain the Improved Grab special attack with your tentacles; when one strikes a creature one or more size categories smaller than

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the tentacle, it may immediately initiate a grapple attack as a free action.

Water Blast (Fundamental Seed)Difficulty Class: 5Components: SomaticBending Time: Ranged attackRange: 60 ft.Effect: RayDuration: InstantaneousSaving Throw: None

The first offensive ability you learn as a waterbender. Whenever you would be granted a ranged attack, you may use a Water Blast instead, including as part of a full attack action, or feats like Shot on the Run. Each Water Blast deals 1d6 piercing, slashing, or bludgeoning damage at your option, depending on the composition of the water. This attack deals 1d6 damage, increasing by an additional 1d6 damage for every five Bender Levels that you have.

Water Required: 1 Pint, not immediately recoverable.

Augment:- For every ten points that you exceed the base difficulty class, this attack can make one 90° turn to reach its target, though this does not grant you the ability to see around walls or other obstructions.- By using five points of your augment pool, you can perform this form as part of a standard melee attack on the same target, provided you have a quantity of water in your hands, such as with a block of ice or a Water Whip.

Water Shield (Seed)Difficulty Class: Varies; see text.Components: SomaticBending Time: Standard actionMaintenance Action: Move actionRange: 30 ft.Target: YouEffect: 10-ft.-radius sphere centered on you (Aqua Shell)Duration: Concentration

This stance initiates two different forms.

Disk (DC 10): You create a thin but sturdy, tower shield-sized mobile disk of water in front of you. This disk grants you a +4 shield bonus to Armor Class, and does not impose an armor check penalty.

Water Required: 3 Gallons, immediately recoverable.

Augment:- For every five points that you exceed the difficulty class, the shield bonus to Armor Class increases by 1.- For every five points you use from your augment pool, you can create an additional shield for an ally within range.

Aqua Shell (DC 25): You create a 10-ft.-radius dome or sphere of water around your body, allowing for 360° protection. Attacks going through the water from either direction suffer from concealment due to the shifting, spinning water, and the water acts as a curtain for purposes of blocking line of effect. However, any creature can simply push through the water and enter.

Water Required: 60 Gallons. This water is not immediately recoverable.

Augment:- By using five points of your augment pool, you can increase the radius by five feet.- For every four points that you exceed the difficulty class, the miss chance due to concealment increases by 5%, to a maximum of 50%.

Water Whip (Seed)Difficulty Class: 10Components: SomaticBending Time: Move actionMaintenance Action: Free actionRange: 0 ft.Effect: Whip-like tendril of water.Duration: Concentration

You create a thick tendril of water that wraps itself around your arm and into your hand. You can use this water as a weapon, and are considered to be proficient with it. The Water Whip has all the features of a normal whip for your size category except that it deals lethal damage on a successful hit regardless of a target's armor, only has a 10-ft reach, is a light weapon, and threatens its area.

The Water Whip has 0 hardness, HP equal to twice your bending level, and has fast healing equal to your Bender Level. It lasts until it is destroyed or you let go of it.

Water Required: One gallon, or eight pints. This water is immediately recoverable.

Augment:

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- For every four points that you exceed the base difficulty class, you gain an additional +2 bonus to trip or disarm attempts made with the whip.- For every five points you use from your augment pool, the whip gains an additional 5' reach.

Wave (Seed)Difficulty Class: 15Components: Somatic, MeditationBending Time: Full-round actionRange: 60 ft.Area: Eight adjacent 5-ft cubes of liquid water.Duration: 1 round

You create a giant, fast-moving tidal wave by augmenting natural fluctuations. You pick any mass of water within range and send it crashing forward 5 feet per Bender Level; even if the wave extends past your control or enters an anti-magic field, it keeps going due to momentum. Wave can make two 45° turns, but no more.

Wave initiates a bull rush with every creature it runs into, using your Wisdom score in place of a Strength score, and is considered to be a large creature; if the wave fails the bull rush and the target creature is smaller than it, it is considered to have overrun the creature instead. You gain a bonus to this bull rush check equal to your Bender Level. If the targeted creature was the same size category as the wave or larger, the wave stops there.

If Wave runs into a friendly creature (including you), you may opt to let them ride the wave at its crest until the wave ends, where they will be gently set down.

All creatures and objects hit by the wave take 1d6 points of bludgeoning damage.

Water Required: 900 Gallons per 5-ft cube, not immediately recoverable.

Augment:- For every six points that you exceed the difficulty class, you deal an additional 1d6 damage.- For every three points you use from your augment pool, you grant the wave a +1 bonus to its bull rush modifier.- For every ten points you use from your augment pool, you can increase the wave's size category by 1, moving eight times as many cubes of water. This increases its Strength by four points and gives it an additional four points to its Bull Rush modifier, for an overall increase of six points.

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GGOLEMOLEM, B, BENDERENDER

Bender golems are not independent creatures – they are constructs made and directed by a waterbender or earthbender, formed out of the elements of life. The skill of the water or earthbender determines the general power of the Bender golem.

CCOMBATOMBAT

Bender golems act only as directed by their creators, and do not appear independently of them.

A bender golem looks like a giant, vaguely humanoid creature made of water, snow, ice, rock, lava, metal or sand (as appropriate to the bender), but the bender can twist or carve one into a specific shape or design according to his or her whim. The quality of this sculpture is determined by a Craft (Sculpture) check.

A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a golem that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a golem that looks like a specific individual. No matter how high the check result, though, a bender golem's appearance can't hide the fact that it's a giant mass of elements.

Construct TraitsA bender golem has immunity to poison, sleep, paralysis,

stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired by magic.

Special AbilitiesWhen the bender begins to activate the Golem form, he or

she chooses one or more special abilities from a menu of abilities appropriate to that level of aquatic golem. He may choose a number of Menu A traits equal to the Golem's level plus one.

Master's TraitsMost of a bender golem's traits mimic its controllers'. It shares the same value for Hit Dice, HP, Initiative, and

Saves and cannot see on its own – the master must be able to see what the golem is fighting, or the golem is considered to be blind. Its ability scores are based on the creator's, and it gains a Base Attack Bonus equal to a Fighter of the bender's level. Unlike most creatures, the bender golem can use its extra attacks from high Base Attack Bonus with its Slam Attack.

Due to this link, a bender golem that ever strays out of range from its master (usually 60 ft) immediately collapses.

CCREATINGREATING AA B BENDERENDER G GOLEMOLEM

When activating the Golem form, the bender assembles the desired creature from a menu of choices, as specified in the golem's statistics block. A bender can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

A bender golem does not need to meet the prerequisites for a feat granted by a menu choice.

Bender Golem Menu AA bender creating a 1st-level, 2nd-level, or 3rd-level

bender golem can only choose special abilities from this menu.

Buff (Ex): The bender golem gains an extra 5 hit points. This trait may be selected more than once.

Celerity (Ex): The bender golem’s land speed is increased by 10 feet. This trait may be selected more than once.

Cleave (Ex): The bender golem gains the Cleave feat.

Combat Reflexes (Ex): The bender golem gains the Combat Reflexes feat.

Deflection (Ex): The bender golem gains a +1 deflection bonus to Armor Class. This trait may be selected more than once.

Improved Bull Rush (Ex): The bender golem gains the Improved Bull Rush feat.

Improved Size (Ex): The bender golem increases to Medium Size. This improves its slam damage, may grant it reach, and adds the appropriate modifiers to Armor Class, Disarm, Trip, Bull Rush and Attack and as a construct it also gains bonus health due to size (+10 Small, +20 Medium, +30 Large, +40 Huge).

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Improved Slam Attack (Ex): The bender golem gains the Improved Natural Attack feat. (1d4 → 1d6 → 1d8 → 2d6 → 3d6)

Mobility (Ex): The bender golem gains the Mobility feat.

Power Attack (Ex): The bender golem gains the Power Attack feat.

Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The bender golem gains resistance 5 against that energy type. This trait may be selected more than once, but for a different type each time.

Stand Still (Ex): The bender golem gains the Stand Still feat. Only earthbenders' golems can have this trait.

Swim (Ex): The bender golem is streamlined and shark-like, and gains a swim speed of 30 feet. Only waterbenders' golems can have this trait.

Trip (Ex): If the bender golem hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the bender golem.

Bender Golem Menu BA bender creating a 4th-level, 5th-level, or 6th-level

bender golem can choose special abilities from this menu. They are purchased at twice the rate of Menu A abilities.

Burning Touch (Ex): The golem's fists end in molten rock, hot sand, or boiling steam, allowing it to deal an extra 1d8 points of fire damage with a successful Slam attack.

Extra Attack (Ex): The bender golem gains an additional slam attack at its highest base attack bonus when it makes a full attack.

Earth Glide (Ex): The bender golem can move through any sort of unworked earth at its land speed. Only an earthbender's golem may have this trait.

Fast Healing (Ex): The bender golem heals 2 hit points each round as long as it remains in contact with its related element. It is still immediately destroyed when it reaches 0 hit points. This trait may be selected more than once, increasing the fast healing value by 2 each time.

Greater Size (Ex): The bender golem increases to Large Size. This improves its slam damage, may grant it reach, and adds the appropriate modifiers to Armor Class, Disarm, Trip, Bull Rush and Attack and as a construct it also gains bonus health due to size (+10 Small, +20 Medium, +30 Large, +40 Huge).

Heavy Deflection (Ex): The bender golem gains a +4 deflection bonus to Armor Class. Only bender golems made out of water, snow or sand may have this trait. This trait may be selected more than once.

Improved Buff (Ex): The bender golem gains an extra 20 hit points. This trait may be selected more than once.

Improved Critical (Ex): The bender golem gains the Improved Critical feat with its slam attacks.

Improved Damage Reduction (Ex): The bender golem’s surface forms a hard carapace and provides damage reduction 3/-. Only bender golems made out of ice, metal or rock may have this trait.

Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. Only waterbenders' golems can have this trait.

Improved Swim: The bender golem is streamlined and shark-like, and gains a swim speed of 60 feet. Only waterbenders' golems can have this trait.

Muscle (Ex): The bender golem gains a +4 bonus to its Strength score. This trait may be selected more than once.

Pounce (Ex): If the bender golem charges a foe, it can make a full attack.

Smite (Su): Once per encounter the bender can declare any one bender golem attack to be a smite, which deals extra damage equal to its Hit Dice. This trait may be selected more than once, granting an additional smite per encounter.

Trample (Ex): As a standard action during its turn each round, a bender golem can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Strength modifier. The target can attempt a Reflex save (DC 10 + ½ bender golem’s Hit Dice + bender golem’s Strength modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

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Bender Golem Menu CA bender creating a 7th-level or stronger bender golem

can choose special abilities from this menu. They are purchased at twice the rate of Menu B abilities.

Constrict (Ex): The bender golem has the improved grab ability with its slam attack. In addition, on a successful grapple check, the bender golem deals damage equal to its slam damage. Only a waterbender's golem may have this trait.

Extra Buff (Ex): The bender golem gains an extra 60 hit points. This trait may be selected more than once.

Extreme Damage Reduction (Ex): The bender golem’s surface forms hard, armor-like plates and provides an additional 6/- points of damage reduction. Only bender golems made out of ice, metal or rock may have this trait. This trait may be selected more than once.

Extreme Deflection (Ex): The bender golem gains a +10 deflection bonus to Armor Class. Only bender golems made out of water, snow or sand may have this trait. This trait may be selected more than once.

Extreme Size (Ex): The bender golem increases to Huge size. This improves its slam damage, may grant it reach, and adds the appropriate modifiers to Armor Class, Disarm, Trip, Bull Rush and Attack, and as a construct it also gains bonus health due to size (+10 Small, +20 Medium, +30 Large, +40 Huge).

Rend (Ex): The bender golem makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). A bender golem that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Strength modifier. Only an earthbender's golem may have this trait.

Spring Attack (Ex): The bender golem gains the Spring Attack feat.

Tremorsense (Ex): The bender golem has tremorsense out to 60 feet and the bender can see through it. If a waterbender's golem has this trait, the tremorsense only functions in water.

Whirlwind Attack (Ex): The bender golem gains the Whirlwind Attack feat.

Bender Golem

Size/Type Small Construct [Water or Earth]

Hit Dice/HP As Bender's+10

Initiative As Bender's

Speed 30 ft. (6)Swim (15 ft) (if Water)Climb (20 ft) (if Earth)Burrow (15 ft) (if Earth)

Armor Class +5 Natural Armor+1 Size

Base Attack See above

Attack Slam (1d4)

Space/Reach 5 ft.

Special Qualities See above

Saves As Bender's

Abilities Str: Bender's WisDex: Bender's IntCon: ØInt: ØWis: 10Cha: 10

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SSKILLSKILLS, F, FEATSEATS, I, ITEMSTEMS

he forms available to a bender largely, but do not solely define who they are as both people and combat

entities. This chapter looks at feats, skills and items that benders can utilize to enhance their abilities.

NNEWEW S SKILLKILL U USESSES

Below is one additional use for the Bending skill introduced in this supplement, as well as two new usages for the Martial Lore skill (introduced in Tome of Battle) to adapt it for use in a Bending campaign.

Bending Skill (Wis; Special)Check: You can teach others how to bend forms

unfamiliar to them, accelerating their growth.

DC Task

Form's Bending DC + 10 Instruct a bender in the use of this form, granting them a +3 insight bonus to their bending check to learn it when they are next able to acquire a new form (such as via a feat, or by level in a bender class). This bonus lasts for one week.

Action: Four hours of uninterrupted practice.

Try Again: Once per day. Multiple successes (even from multiple instructors) do not stack.

Martial Lore (Int; Trained Only)Check: You can identify forms and disciplines used by a

combatant, or scribe forms you have learned to perform. You do not have to make this check for forms that you yourself have learned; you recognize them automatically.

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DC Task

Bending DC Identify a form being performed by someone you can see. No action required. No retry.

Bending DC Scribe a form you know into a Bending Scroll. (See Equipment chapter). One try per day per form. Requires one hour.

20+Target's Bender Level Identify all forms known by a particular creature by watching it for one minute. No action required. Retry every ten minutes.

Action: Varies, as noted above.

Try Again: Varies, as noted above.

NNEWEW F FEATSEATS

Dexterous CombatantYour fighting style emphasizes grace and agility to confuse and weaken your foe.

Prerequisites: Dexterity 15+, Weapon Finesse

Benefit: You may substitute your Dexterity modifier for your Strength modifier on trip, grapple and disarm attempts.

Eternal FlameYour inner fire seems to never die.

Prerequisites: Burning Rush class feature, Inner Flames.

Benefit: Your Burning Rush ability lasts an additional two rounds. If you bend the Inner Flame form before it ends, the speed increase lasts until you cease maintaining Inner Flame.

Extra FormThrough much training, you have managed to learn an additional form.

Benefit: When you first take this feat, you gain Martial Lore as a class skill for all your classes (current and future).

Select any form from any discipline which you currently have access to. (Unless you have taken the Open-Minded feat, you only have access to one discipline.) Provided your bending skill is high enough, you learn the form. Your first forms learned of any discipline must be the fundamental forms of that path; all of a discipline's fundamental forms count as a single seed for the purposes of learning them.

If you have not taken a level of any bending classes prior to taking this feat for the first time, you are considered to be a member of the class associated with the form's discipline for purposes of determining discipline access.

Special: You may take this feat three times. Each time, it applies to a different form.

Special: A Fighter may select this feat as a bonus feat.

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HaymakerYour unarmed style emphasizes double-hand strikes, cross chops and lunging kicks. When you hit, you hurt things.

Prerequisites: Strength 13+, Improved Unarmed Strike, Power Attack

Benefit: You may treat any of your unarmed strikes as a two-handed weapon whenever it is advantageous to; they still are considered light weapons for the purpose of two-weapon fighting.

Special: A Fighter may select this feat as one of his bonus feats.

Form SpecializationAfter extensive practice, you have learned to master a particular form and use it with more ease than most.

Benefit: Pick a form that you currently know. You gain a +4 bonus to all skill checks relevant to that form.

Special: You may take this feat multiple times. Each time, it applies to a different form.

Intuitive AttackSeeing with your mind's eye you know where to strike at any given moment.

Benefit: You may use your Wisdom modifier in place of your Strength modifier on attack rolls with melee weapons.

Intuitive ReflexesYou do not just react quickly, but intuitively.

Prerequisites: Wisdom 13+, Combat Reflexes

Benefit: You may make a number of additional attacks of opportunity equal to your Wisdom bonus.

Special: A fighter may select this feat as a bonus feat. A monk may select this feat as her 2nd level bonus feat in place of Combat Reflexes, even if she does not meet the prerequisites.

Open-MindedYou have opened your mind to all the possibilities that the world contains. You do not merely accept or tolerate ideas different from your own, you merge them into your consciousness and they become part of you.

Benefit: Whenever you are able to learn new bending forms, you may learn them from any of the four disciplines. Your first forms learned of a discipline must be the fundamental forms of that path; all of a discipline's fundamental forms count as a single seed for the purposes of learning them. You may take this feat even if you cannot yet bend.

Special: Characters with the Avatar template start out with this feat for free. In most circumstances, you need a teacher to help you start the path of another discipline.

Special: In a canon setting, this feat should be highly restricted.

SSUPERNATURALUPERNATURAL F FEATSEATS

As mentioned briefly in the Bending Overview, all Bending Forms are considered to be sets of Supernatural Abilities. This means that feats which improve Supernatural Abilities are considered to affect them. You can find a number of these feats in the book Tome of Magic.

For the purposes of the Ability Focus feat in the Monster Manual as well as the Weapon Focus feat tree, each bending discipline counts as a single special attack.

Rock SmashWatching and waiting for your opportunity to strike, you know exactly when the opponent is at their most brittle – when they're about to act.

Prerequisites: Rock Steady class feature, Headcracker.

Benefit: When you ready an action to damage an opponent under a specific condition, you gain a bonus on your attack roll equal to your Wisdom modifier, and a bonus to your damage equal to your character level.

Superior ReflexesYou have mastered the art of reaction.

Prerequisites: Wisdom 15+, Dexterity 15+, Intuitive Reflexes

Benefit: You may make as many attacks of opportunity in a round as your opponents provoke from you.

Whirling CircleWhen you circle back your opponent's energy, you twist unpredictably and erratically. The resulting attack sends

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them off-kilter and leaves you ready to fire more.

Prerequisites: Circular Attack class feature, Combat Reflexes.

Benefit: If your Circular Attack is a critical threat and hits, the critical is always confirmed.

WindfallPress your luck when you're in dire straits. No better time to do it.

Prerequisites: Defensive Roll class feature, Improved Trip.

Benefit: When you successfully use your Defensive Roll, you may immediately make a trip attempt Attack of Opportunity against your attacker. The target may not make a reactive attempt against you if you fail.

Special: If you have the Evasive Reflexes feat, you may take a 5-foot step instead of an attack of opportunity.

NNEWEW E EQUIPMENTQUIPMENT

Bending ScrollsAncient scrolls transcribed by masters long past, bending scrolls contain the secrets of their arts. Finding a bending scroll is a great boon to player characters; after a character has studied it for at least four hours, it adds a +2 insight bonus to their bending check for the purposes of learning the form inscribed on the scroll. (Effectively allowing them to learn a form two levels before they normally could.)

While a bending scroll is highly valuable to some benders, those that have a competent master find them to be mere curiosities at best. Nothing replaces hands-on instruction. And of course, non-benders simply can't make any use of them. As a result, they have no set value.

Price: - (One scroll)

Channeling GauntletsThese simple but elegant gauntlets are made of fine lion turtle leather and plated on the back for defense. A single crystal colored appropriate to an element rests between the knuckles on the back of each hand.

A long gone artifact of the time the spirits first crossed over into our world, it greatly improves one's ability to fight with basic bending abilities, and caused the overhunting of the lion turtles. When worn by a bender of the appropriate element, it grants an enhancement bonus of +2 to +8 on attack (but not damage) rolls with unarmed attacks and bending attacks, including attack rolls made by objects created by the bender. This object should not be used in a canon Avatar World campaign.

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Faint evocation; CL or ML 5th; Craft Wondrous/Universal Item, true strike/offensive precognition, resist energy/energy ray, creator's caster or manifester level must be at least three times the gauntlets' bonus, requires dragonhide or equivalent leather.

Price: 3,700 gp (+2), 12,700 gp (+4), 27,700 gp (+6), 48,700 gp (+8).

Weight: 1 lb.

Spirit Oasis WaterWater blessed by the spirits, distilled in the freezing ice caps. This water has a number of curative properties due

to its spiritual link, but only a trained waterbender can utilize it. When a pint is used as part of the Healing Waters form, lost limbs are restored and scars are healed. It can even restore the dead to life; when used on a character that has died within the last hour, she begins a long process of resurrection.

As long as she is attended to daily (as long-term care with the Heal skill) for the next 1d4 weeks, she will return to life with all limbs restored, and no lost or negative levels. Spirit Oasis Water cannot resurrect someone whose body has been disintegrated or otherwise destroyed beyond recognition.

Price: 5,000 gp. (One pint.)

SSIDEBARSIDEBARS

Benders and Monk Feats..............................................................................................................................................................................................8Money & Magic...........................................................................................................................................................................................................18Sandbending...............................................................................................................................................................................................................38Blue Fire.......................................................................................................................................................................................................................42Supernatural Feats......................................................................................................................................................................................................64